TSE Boss Guide by Alan Gordon
Mark Pay

Mark Pay (2006-08-09)
( Archived from the Natomic forums )

THE SPIRIT ENGINE
BOSS GUIDE


version 0.9
Oct 3rd, 2004

Game created by Natomic Studios (http://www.natomic.com/).
FAQ Written by Alan Gordon.

This guide assumes a party of one Hunter, one Wizard, and one Priest.

Not all strategies are guaranteed to work for you. If the walkthrough says to
use Silver Bullet and you have 20 points in Holy Bolt, apply some common sense.

Also note that some bosses have variable health and attack power, dependent on your level. Any values given correspond to the suggested party level.

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WORLD 1
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GRUNDLEKRUNK
HP: 705 L
Suggested Level: 6
Difficulty: Easy
Not a great deal of strategy is required to fell this monster. Just keep
rotating your party to place the character with the most HP in front. Between
Chain Magic and Speed Fire/Sharpshoot, it should go down pretty fast. If
your HP starts to get low, have your Priest cast Party Heal. If someone gets
really low, keep them in the back position if you can - his bubble breath can
hit the first or second character.

HERMIT MAGE
HP: 1090 MX
Suggested Level: 10
Difficulty: Easy
Don't worry about that shield of his... it goes down in a couple hits from
pretty much anything. Dynamite helps alot here, but unfortunately the same is
not true for Hand of the Gods... remember that Magic Immunity. Same essential
strategy as Grundlekrunk, except that he's capable of hitting characters in
the back rows.

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WORLD 2
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ADRIAN'S GHOST
HP: 575 NX UD
Suggested Level: 12
Difficulty: Easy
Not even really a proper boss, Adrian is just a Ghost with extra HP and
damage. Treat it like any normal enemy. Hand of the Gods works particularly
well.

PULSING GELATINOUS BLOB
HP: --
Suggested Level: --
Difficulty: Impossible
This is actually an interesting fight. The game barely seems to acknowledge the blob as an enemy. If it interrupts another combat, then raised shields will appear *behind* the characters. Rainbow and similar spells won't even land.
But, the point of the matter is, the blob is indestructible. It will glue you to the ground, and creep forwards, deaing your characters 200 damage at a time. You will lose if you fight the blob.

THE ABOMINATION
HP: 1390 L UD
Suggested Level: 15
Difficulty: Easy
[Only appears if Clementas is in your party.]
Despite its size and menace, the Abomination really is a pushover. Hunter
sharpshoots to take advantage of its huge size, Wizard uses either Rainbow
or Kinetic Smash for fast damage, and Priest uses Hand of the Gods or
appropriate offensive magic, healing only if your average HP gets below
about 20, which it shouldn't.

SNACK
HP: 735 UD
Suggested Level: 17
Difficulty: Moderate
Snack wouldn't be any trouble if he was alone. Your first priority in this
fight is to dispatch his minions. Hunter should dynamite for the whole
battle, Your Wizard should keep up a Kinetic Shield as often as possible,
alternately using Rainbow to damage the Ghouls. Priest uses Hand of the Gods,
or healing if it's needed.

NERU THE ELDER DEMON
HP: 1630 L UD
FATHER BELFIDIUS
HP: 365
Suggested Level: 19
Difficulty: Hard
Start the battle off with indirect fire skills like Dynamite, Hand of the Gods
and Rainbow, so that you can dispatch Father Belfidius; otherwise he has a
tendency to heal Neru. After he's gone, reverse the process - use direct fire
attacks exclusively, expecially Speed Fire. It takes 4 hits to detonate a
Suicide Imp, so you'll need all the hits you can get. If you're having
trouble, have your wizard use Chain Magic as well - that's 6 hits per round
of attack between your Wizard and Hunter. With the collateral damage hitting
Neru, he should go down eventually.

DUNDEE
HP: 580 N-30 E-30
ALAIYENA
HP: 552 M-25
SAMPSON
HP: 655 N-10 E-10
Suggested Level: 19
Difficulty: Moderate
These bounty hunters are capable of putting up quite a fight. As best you
can, try to concentrate your attacks on Alaiyena first - her thunderstorm
attack has the dangerous ability to hit your entire party - and with a
balanced team, there's little or no healing for your priest. After she goes
down, your chances of victory increase greatly. Unfortunately, the enemy can
rotate their party as well, which limits your ability to focus on one target.
Hunter should either be using Sharpshoot if your target is in the front row,
or Dynamite otherwise. Your wizard couldn't hurt to put up a Kinetic Shield
to block Dundee's Speed Fire. Otherwise, stick to whatever offense you have
the most skill in - but stick to direct fire while Alaiyena's in front.

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WORLD 3
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CROSSBONE
HP: 1830
Suggested Level: 21
Difficulty: Hard
Crossbone only gets a "Hard" rating because you can't level up before you
fight him. His attacks are pretty damaging, so your best bet is to hit hard,
and hit fast. Have your wizard put up kinetic shields, and have your priest
use healing. Unforutnately, healing your party will probably make your
priest wind up with the lowest HP total, which will make Crossbone's diving
attack target him. At first, this would seem fatal for the priest, but
there's a relatively simple trick to overcoming that obstacle - as soon as
Crossbone begins is descent over the priest, cycle your party, and he'll hit
the next character instead. Keep high-damage skills coming from your Hunter,
and that 1830 HP should run out before you know it.

GILGIANA
HP: 6905 L (Armor Varies)
Suggested Level: 27
Difficulty: Moderate
Shields won't help you much during the first part of this fight - the
attacks that really count are coming from too high of an angle. But notice
how it lowers into the ground as you keep hurting it... this affects the
trajectory of its thorn barrage. For general strategy, keep the Priest on
healing (maybe throwing in some offense at the beginning), Wizard using
high-attack spells like Rainbow and Kinetic Smash, and Hunter on Sharpshoot
or Dynamite.
Once Gilgiana only has one unit of trunk left, KEEP THE PRIEST IN THE BACK
RANKS. Once that last section falls, it traps your party in vines, preventing
you from rotating your characters. Then, it moves pretty much exclusively to
its helicopter seed attack, which can be blocked with Kinetic Shields. Keep
the healing and damage coming, and it will fall eventually.

CROSSBONE (2)
HP: 1990
Suggested Level: 29
Difficulty: Easy
Crossbone doesn't seem to have gotten much stronger since your last visit...
unfortunately for him, you have.
Your Hunter should be using Dynamite almost exclusively in this battle,
because Crossbone's pet ooze it immune to Physical damage (or at least, it
claims to be... I found Silver Bullet to be able to hurt it well enough).
After the ooze goes down, just unload as much damage as you can on him...
your poisoned character will almost certainly be the target of his dive
attack, so I hope for your sake that it isn't your Priest. In the unlucky
event that it is, get all your healing off NOW, and maybe equip someone
else with a healing talisman. All things considered, it just comes down to
the fact that 1990 just isn't enough HP.

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WORLD 4
-------
TZA TZE
Suggested Level: 34
HP: 3817 (Armour increases in response to attack types, including a
resistance to Life Drain)
Difficulty: Hard
Tza Tze is a beast, pure and simple. His attacks do good damage, and he's
tough to bring down. Have your Mage put up Kinetic Shields to fend off his
pounce, and keep the healing coming, with all the firepower from your
Hunter and, when your shield isn't down, your Mage. For attack, it really
depends on which shield he has up. Here's a quick guideline:
Physical Shield (NX): Hunter uses Dynamite, Mage uses Rainbow
Energy Shield (EX): Hunter uses Sharpshoot/Speedfire, Mage uses Rainbow
Magic Shield (MX): Hunter uses Sharpshoot/Speedfire, Mage uses Kinetic Smash

GRANDAEL
Suggested Level: 37
HP: 7950 M+20 (increases during battles)
Difficulty: Moderate
Your first priority in this fight is do exterminate Grandael's minions.
Good spells to accomplish this include Rainbow and Hand of the Gods. As
soon as they're down, have your Mage keep up a steady supply of Magic
Shields. Use Sharpshoot and whatever does the most damage with your
priest.
Towards the latter half of this battle, your primary goal is to kill
Grandael as quickly as possible. His magic attack starts to fire more
and more rapidly as his HP decreases.

THE GRANDFATHER
Suggested Level: 39
HP: 5965 N+12 E+12 M-90
Difficulty: Very Hard
You are about to fight the hardest boss in the game.
First of, kill the familiar NOW. If you let it last too long, its MP
draining attack will cripple your party beyond repair.
Shields are a must, but even that will only block one of his attacks. The
stream of runes that come from the sky cuts one character's HP in half.
Also, an additional gradual rain of runes will rain down on your party,
causing minor damage.Just keep healing, with a Mana Regeneration item of
some sort on whoever had their MP cut in half in the cutscene, and
a Healing item on the priest. I hope for your sake that they aren't the
same person. Something else to watch out for: when you think he's almost
dead... you're wrong. The first time you bring him down to about 1000 HP,
he'll raise an impenetrable shield around himself and restore his HP back
to full. Use this time to raise shields, recover MP, and heal with your
Priest, because God knows you'll need it.

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WORLD 5
-------
FRONTIER GUNSHIP ZERO
Suggested Level: 48
HP: 11000 (armor varies)
Difficulty: Hard
Ah, yes... time for the infamous Elevator Battle. Your goal is NOT to
kill the airship, just to survive until you complete the long, arduous
ride from floor 1 to floor 90.
This boss has 3 attacks: At the beginning of each phase, it'll open fire
with a barrage of 5 shots from its chaingun - this is definitely the most
problematic attack, simply because of the sheer damage. After that's gone,
it will start firing homing missiles, and a series of drones will appear
around it firing magic shots at your party.
To start the battle off, cough up a Kinetic Shield and unload Hand of the
Gods and Dynamite until the chaingun falls off. Now, the pace of battle is
slightly reduced, so your Priest can switch to healing if it's necessary.
Once the missile launcher is destroyed, the Interceptor will retreat,
granting you a few seconds of reprieve. During this time, prepare. Heal
with the Priest, recover or recharge with the Hunter, and raise more
Kinetic Shields. Eventually, he'll come back, with about 40 more armor
against each element. This pattern will repeat, as many times as you let
it, until you reach floor 90. On the later fights, use single-hit attacks
rather than multi-hit attacks, because the armor really gets thick.
Near the end of the fight, things will definitely be getting hairy.
However, keep in mind that you don't actually have to kill it! Once you
reach about floor 85, play a fully defensive game: Heal, shield, recover.
Assuming you aren't too out-gunned, you should survive the trip to the
top.

*REGARDING PROTOTYPE DEVELOPMENT WING OMICRON*
The Claw, although not as useful as Dr. Orwell would have you believe,
but thorough knowledge of how it works can turn a deadly hindrance into
a tolerable one.
During battle, the claw will periodically hover over a position in your
party, then lower itself and fire a ray at them. When struck by this
ray, every 10 points of health a character has will be converted into
one mana, and vice versa. The character will then be healed by 3 HP.
If someone is at low health, it is possible to move them under the claw and select Recharge, giving them an easy 10 HP.
There is another, far more useful application of the claw: Ressurection. If someone is dead, place them in front of the claw, and their mana and HP will switch, bringing them above zero HP! Unfortunately, their mana will now be negative, forcing them to recharge for several turns.

MYSTIC DEFENSE MECHANISM ZETA
Suggested Level: 52
First Form:
Mystic Defense Mechanism Zeta CPU
HP: 17995 N+30 E+30 M-10 L UD
Mystic Defense Mechanism Zeta Front Unit
HP: 10000 NX EX MX L*
Difficulty: Hard
*Although UD isn't listed, the Front Unit is still immune to Life
Drain... in a sense. LD will pass through it and attack the CPU.

While the Front Unit is down, play a completely defensive game - Kinetic
Shields, Party Heals, Recovers, and Recharges. Keep your Hunter's Mana
up, though. As soon as the Front Unit lifts to reload, fall on the CPU
like a ton of bricks. Dynamite or Sharpshoot and Kinetic Smash work well
here. Priest should keep healing during this period. Repeat this process
until the CPU is down to around 11000 HP, and it will switch to...


Second Form:
Mystic Defense Mechanism Zeta CPU
HP: ~11000 N-125 E-125 M-100 L
Difficulty: Very Hard
Take a long, hard look at those armor ratings: not much is going to get
through that. You're in for a long fight. A level 30 dynamite does less
than 100 damage between all 4 hits. In general, stick to skills that do
all their damage in one shot: Sharpshoot and Kinetic Smash work well.
Keep your HP up. Also, in this fight, you want the character with the
most HP in the *back* position, because that's where the missiles land.
Your hunter has a second job for this fight: Detonating C-Bombs. They
take 4 hits, so a Speed Fire their way will do the trick for the most
part. Rick Brutal is a huge help in this matter, which is good, because
none of his attacks can scratch the CPU itself. Kinetic Smash and
Sharpshoot seem to count as 2 hits each for this purpose.
Also, your Wizard should spend at least a little time here putting up
Magic Shields. They will be needed. Because, when it reaches around 5000
HP, it sheds its armor and switches to...

Third Form:
Mystic Defense Mechanism Zeta CPU
HP: ~5000 N+30 E+30 M-10 L UD
Difficulty: Very Hard OR Very Easy
Keep those Shields coming as quickly as you can, because the amount of
firepower that comes out of this thing is pretty extreme. The armor is
gone, so you might want to have your hunter switch back to Dynamite,
depending on his skill levels. Throw a Party Recharge into your
priest's Skill Chain to increase the rate of dynamite-throwing, and it
should go down before you do. On the other hand, if you want to do this
the cheesing way, just equip someone with a Talisman of Deflection.
Since the first two forms don't have any magical attacks, your shield
will have hundreds of hit points by now, and you might be able to take
it out without taking a single hit.

At some point during this fight, Tza Tze appears, and joins your party! He
has 400 HP, and his charge attack is quite powerful, but his main use is
as a meat shield.

And that's all for now.

ACKNOWLEDGEMENTS
-Davzz, for contributing the Crossbone Switch Trick.
-Mark Pay, for making an outstanding game.

Things to Do:
-Confirm level suggestions.
-Make sure that I haven't missed any bosses.
-Pinpoint exact HP ratings for the form-switches of Mystic Defense Mechanism Zeta.
-Get the armor ratings for each encounter with Frontier Gunship Zero.

Version History:
v0.7: Initial public release.

v0.8:
-Added Tza Tze.
-Added Grandael.
-Added The Grandfather.
-Added Frontier Gunship Zero.
-Filled in some blanks regarding armor values.
-Added the Crossbone Switch Trick.

v0.9:
-Added observations about the Pulsing Gelatinous Blob, and fixed its name.
-Modified the strategy for Mystic Defense Mechanism Zeta (third form).
-Added a note regarding the last dungeon area in World 5.
-Slight modifications abound.


All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

For any questions, contact kobuscrispi[AT]gmail.com

TSE Speed Walkthrough by chaos
Mark Pay

Mark Pay (2006-08-09)
( Archived from the Natomic forums )

chaos

Since I didn’t find any walkthrough / strategy guide on the Web, I thought I would write my own (using game version 1.03). It’s quite easy to finish the game in a little under 2.5 hours without dying even once. Here’s how:

---------------------------------------------------------------------


The Spirit Engine Speed Walkthrough



Choice of Characters

Peter
Key skills to develop: Sharpshoot, Mana (wait until World 3), Health (wait until World 5). Comments: Sharpshoot is very powerful (the bonus against large creatures is helpful throughout the game).

Zepher
Key skills to develop: Party Heal, Mana (wait until world 3), Health (wait until World 5). Comments: In the game, you need one character that defends. You can do this with a mage (shields) or with a priest (healing). The problem with mages is that the shields get broken down too easily and you end up taking damage anyway. That’s why it’s much better to have a priest.

Matthieu
Key skills to develop: Hand of the Gods (HotG), Mana (wait until world 3), Health (wait until World 5). Comments: HotG rules.

Combat Tips
The character with the most health should always be in front so rotate continuously (use spacebar). Pay close attention to Zepher’s health; he’s the most vulnerable character and also the most important to keep alive. If Zepher ever gets knocked out, switch Matthieu to Party Heal and revive Zepher ASAP. To coordinate your attacks, don’t even try clicking the buttons on the bottom of the screen (it’s almost impossible to get it right). Instead, use 1, 2 and 3 on the keyboard during combat to configure the sequences you want. This allows for perfect control even on the high combat speed setting.

Dangerous Areas
There are only 3 areas (all in World 4) where there’s a (very small) chance of getting killed:
1. The Shifting Sands. You don’t quite have adequate armor yet and some battles can get close.
2. Elan’s Tomb. Same comment as for Shifting Sands.
3. The Sanctum of Dust. A tough battle and I assume it’s possible to die here if you are unlucky.

You will most likely finish the game without dying a single time.

1. Giant’s Cradle

The Prairie Trail
Set Peter’s combat sequence to 3 x Speed Fire (no need to change Zepher’s or Matthieu’s yet). Don’t assign any of Peter’s or Matthieu’s skill points until you reach party level 5.

Homestead
Buy a Blunderbuss, Robes and the excellent Crystal Talisman (+2 mana) for Peter. Talk to Mr. Grimes who tells you about his suitcase.

The Dusty Valley
After the first battle, you’ll find Mr. Grimes’ suitcase (you must have talked to him first). Immediately go return it.

Homestead (again)
Talk to Mr. Grimes who gives you some cash for the suitcase. Use it to buy 2 more robes, as well as a blunderbuss and Crystal Talisman for Matthieu. Assign all of Zepher’s free skill points to Party Heal from now on and use Party Heal as Zepher’s default combat action for the rest of the game (i.e. 3 x Party Heal).

The Dusty Valley (again)
As you win battles and go up in levels, remember to increase Party Heal with Zepher while not assigning any of Peter’s nor Matthieu’s skill points yet.

Hailey’s Glen
After the first combat here, you reach level 5. Assign all of Peter’s free skill points to Sharpshoot from now on and use Sharpshoot as Peter’s default attack for the rest of the game (i.e. 3 x Sharpshoot). Change Matthieu’s attack sequence to 3 x Silver Bullet. Do not assign any of his skill points. The idea is to wait for HotG which is 2 to 3 times more powerful than either Holy Bolt or Silver Bullet. Waiting for HotG is a slight inconvenience in world 1 that pays huge dividends in World 2.

Grundelkrunk’s Lair:
With Zepher Party Healing, Peter Sharpshooting and Matthieu firing Silver Bullets, this battle is won quickly and easily.

Giant’s Toe
(Skip through Hailey’s Glen to get here). Listen to the argument in town. Matthieu can resolve the dispute to receive 2 HotG skill points as a reward (very nice but you’ll have to wait before you can make use of them). Buy the Gnarled Talisman of Party Healing for Zepher (+1 mana as a bonus). Also buy a Leather Jersey for one of your characters. Note: you cannot sell your old armor/weapons. Just trash them.

Icy Ridge
Assign two of Matthieu’s skill points to Party Heal so that he can heal at the rate of 3 (gives you an extra margin of safety). Use Sharpshoot and Silver Bullet if you are fighting against 2 enemies. As soon as you encounter a group of 3 enemies, change your strategy to Party Heal with Matthieu and Sharpshoot with Peter (Zepher keeps on healing). With your two priests healing and Peter sniping, you’ll clear the battles comfortably.

Giant’s Top
Use the same strategy as in Icy Ridge; two healers and Peter Sharpshooting; it’s a long but easy battle.

Total time to finish World 1: 25-30 minutes.

2. Pansylvania

Serinet Bastion
Buy one or two Iron Breast Plates here (depending on how much money you have).

Town GraveYard
Clearing the graveyard isn’t strictly necessary to finishing the game but you get some helpful experience and money by doing so. You should attain level 10 (new skill options) before reaching the Ghost. This is what you have been waiting for. Assign all of Matthieu’s free skill points to HotG from now on and use HotG as Matthieu’s default attack for the rest of the game (i.e. 3 x HotG). Matthieu is now so powerful that rest of the World is a cakewalk. Use Magic Bullet (or Dynamite) with Peter to help in the fight against the ghost.

Serinet Bastion (again)
Buy one more Iron Breast Plate if you couldn’t afford to buy 2 earlier.

Torchlit Catacombs
With Peter, always Sharpshoot until all the “solid” monsters are dead, then switch to Dynamite (many opponents) or Magic Bullet (one opponent) to help finish off what remains.

The Misty Marshes
Buy an Emerald Talisman of Blood from the witch. Go out of the area and back in again to buy a second one. Do NOT wear the new talismans yet! The last thing you need for the next area is less mana and more health.

Arachnid’s Grove
As you enter, run to the right and never look back. That “thing” will kill you if it catches up. You need to win the combats quickly so make sure that Matthieu is still wearing that Crystal Talisman. If your health is looking good and you know you can win the fight without further healing, switch Zepher to an attack (HotG) to help speed things up. It’s not really necessary though; Peter’s and Matthieu’s attacks are so powerful that you’ll win these battles in about 10 seconds anyway.

Hamlet
Buy a Boa Hide Coat and an Arquebus for Peter, if you can afford it. Note: the amount of money you get from combat seems to be somewhat random. It’s now time to equip Zepher and Peter with the Talismans of Blood. Give the Gnarled Talisman of Party Healing to Matthieu (he needs +1 mana the most).

Broken Bridge
Ignore the ghosts and focus on Snack (Sharpshoot). When Snack fades into the background, recharge with Peter. If the ghosts are dead and Snack fades into the background, recharge with both Peter and Matthieu and launch your attacks on Snack when he reappears. Overall, it’s a fairly easy battle. Take the key by walking over it.

Hamlet
Go back here to buy an Arquebus for Peter if you couldn’t afford it earlier.

Haunted Church
You need the key from the broken bridge to get in. Put Peter and Matthieu on a Recharge sequence when the blue Bogeymen disappear in the background and blast the beasts when they reappear.

The Defiled Altar
Take a couple Sharpshots with Peter until the kamikaze imps appear. As soon as that happens switch Peter and Zepher to Rifle Attack. They’ll take care of the imps while Matthieu finishes the daemon off. You can try and sneak in a couple Sharpshots between the kamikaze imps but it’s not really necessary. It’s usually over in less than 20 seconds with all your characters at full health.

Eastern Way
No special strategies required here. The bounty hunters won’t even know what hit them.

Total time to finish World 2: 30-35 minutes.

3. Mango Republic

Downtown Heavena
Buy two Copper Plated Jackets. Talk to Djan to reassign your skills. Make sure you assign all your free skills points before doing that otherwise you will lose them (bug in the game).
Peter: +6 Mana, the rest in Sharpshoot
Zepher: +8 Mana, the rest in Party Heal
Matthieu: +8 Mana, the rest in HotG

Note: Mana gives you the initiative at the beginning of combat, enabling you to rapidly knock out at least one enemy. It also allows you to heal your party quickly at the beginning of combat when you get hit the hardest. Overall, this makes you much stronger than using the skill points to further increase Sharpshoot/Party Heal/HotG. You can leave mana at the above mentioned levels until the end of the game.

Republican Government Building
Use Dynamite if the way is blocked by one of those black blobs. Make sure all of it dies (including the small blobs on the floor) before switching back to Sharpshoot. The assassin tends to go for the weakest character with his diving sword attack; just keep rotating your characters. Focus on keeping Zepher alive, and you’ll win easily.

Blue Sapphire Bay
The sea horses have a powerful attack and they are immune to magic (no HotG). Switch Matthieu to Party Heal while Peter takes them out.

Jungle Tracks
Starting from now until the end of the World, Zepher will have lower health (because of the assassin dart). You’ll need to be extra careful that he doesn’t get knocked out in combat. There’s nothing special in this area.

The Hepplekeck Village
Talk to the general to get mission orders.

The Leafy Underbrush
Go to the end and escort the soldier back. The cloud shaped things are immune to Sharpshoot. Use Dynamite to help out or just wait for Matthieu to roast them.

Kaikin Gorge
Kill as many of the tribesmen as you can. The ones that keep regenerating are weak. Hold out until the counter reaches 0 and the bridge is blown up.

The Hepplekeck Village
Talk to the general to let him know that the missions are accomplished. You get a good Carved Oaken Armor.

Gigliana’s Border
You can go have a coffee during this battle. When you come back the plant will be dead and your characters will have higher health than when they started. Ok, perhaps you do have to rotate your characters once in a while but this is one of the easiest battles in the game.

Robert Hat’s Happy Hideout
Buy the Pearl Talisman of Heart (fast healing) and give it to Matthieu (replacing the gnarled one). Increase mana skill by 2 to compensate for the lost mana point as soon as you can. Talk to father Oharne to receive some welcome additional skill points for Zepher.

The Inky Pit
Start Peter with Dynamite. Once the black blob is dead switch Peter to Sharpshoot. Meanwhile rotate Zepher away from the falling knife attacks. It doesn’t matter if the others die in the attack, Zepher will regenerate them. Similarly to the previous battle against the assassin: focus on keeping Zepher alive and you’ll win easily.

Total time to finish World 3: 25-30 minutes.

4. The Mystic Dunes

Saline
Buy a hunting rifle and SpiderSilk Overcoat for Peter. Talk to Kai Kalenzo at the station, then head out of the area and come back in to buy another SpiderSilk Overcoat for Matthieu. You’re now ready to face the desert (leave town by going left).

The Shifting Sands
The battles here are randomly generated and can be fairly tough. The EX NX stone golems are particularly annoying because they have high hit points and can provide cover for beasts behind them. Use magic bullet with Peter to help take them down as soon as possible. The shifters are not too hard. With HotG and Sharpshoot something will always be hitting them hard. If you’re fighting against more than one Dune Wraith, it makes sense to recharge when they fade into the background.

The Magi Retreat
Skip the Aegin Warstick quest, it’s a waste of time. Don’t even come here unless you want to save the game.

Elan’s Tomb
The undead creatures are tough so stay alert during battle. HotG and Sharpshoot complement each other well here (mixture of MX and NX creatures). Get the stone at the end of the passage.
Now walk through Shifting Sands (skip it) and Saline to The Mana Tidebreak.

The Mana Tidebreak
This area has the same creatures as the Shifting Sands (see above)

The Veroonai Enclave
Talk to Tza Tze and fight him. Recharge with Peter when he’s NX and recharge with Matthieu when he’s MX. Or don’t even bother; HotG and Sharpshoot until he cries uncle.

Granael’s Pedestal
Not since Gigliana’s Border in World 3 has any battle been easier. At the end of the fight, the poor beast finally intensifies its feeble attacks but at that point, it’s already all over. Take the stone.
Note: after you kill Granael, beetles will annoy you in all desert battles. They’re not particularly tough but they make Sharpshoot completely ineffective. That’s why you killed Granael last. Head back to Saline through Shifting Sands (skip the battles).

Saline (again)
Buy two Crusader Full Metal Jackets and give one to Peter. Also equip him with the Pearl Talisman of Heart. Walk to the station and take the train.

Stone Circle
After the cutscene you have to fight with Peter alone against two guards. They’re quite tough but with the armor and talisman you should have no difficulties.

Arcane Library
Give the Pearl Talisman back to Matthieu. Use Silver Bullet on the magic-immune Familiars. You can gain 1 extra skill point by reading a book in the library. You can also buy Mist-Wisened Gray Coats here (a good armor that doesn’t slow you down).

The Sanctum of Dust
This is the hardest boss battle in the game but it’s manageable. By now, you should be at just about skill level 30 in Sharpshoot, Party Heal and HotG. Start by taking out the Familiar in front of the mage with Sharpshoot and Silver Bullet. Then switch to HotG and keep firing until the mage’s health goes down to 1000. While he recovers back to health 4000+, you can recover fully too (recharge with Peter and Matthieu; keep healing with Zepher). Round 2 is just the same as round 1. Keep rotating your characters as they fire at the mage and finally kill him.

Total time to finish World 4: 35-40 minutes.

5. Clarke’s Tower

Clarke’s Tower Lobby
When you arrive here you get approx. 5 skill points for each character. Use them to reach 30 in Sharpshoot/Party Heal/HotG if you aren’t at that level already. Any additional points from now on should go to Health (you need good health to survive the laser attacks comfortably.) Talk to Jeeves in the lobby to get the Crafted Golden Rifle for Peter. The laser guys seem tough but as long as your health is 120+, they’re not a problem, even if you’re fighting two of them at the same time. Use Magic Bullet against the Riot Troopers and Sharpshoot for the rest. HotG is good for everything.

Elevator 16
When the gunship moves away, recharge with Peter and Matthieu. With Zepher, use your judgment whether to recharge or keep healing (if your health is low, keep healing). You don’t need to destroy the gunship; you just need to survive for 90 seconds and that’s extremely easy because the gunship can’t keep up with your heal rate.

Prototype Development Wing
Use the same fighting tactics as in the lobby. The beam that comes down from the top is more of an inconvenience than a difficulty. It exchanges health for mana and vice versa. Always rotate Zepher into the beam. Like that he’ll keep shifting between high health / low mana and low health / high mana. Should Zepher get knocked out, you can use the beam to revive him.

Assembly Room
The final battle, and it’s one of the easiest (you are virtually invincible now).
Stage 1: A metal case goes up and down. When it’s up, use Sharpshoot and HotG. When it’s down, recharge with Peter but keep firing with Matthieu.
Stage2: You’re getting fired at with missiles. Make sure that the vertical missiles aren’t hitting Zepher. When horizontal missiles fly at you, temporarily switch Peter to Rifle Attack to blow them up. Then take a few Sharpshots until the next missile comes. Use HotG all the way through.
Stage 3: You can fire at will but you’re also getting hit by some pretty powerful energy bolts. Those will eventually take down your health but you’ll win long before reaching any kind of real danger level.

Note: if you reach a low level of health at any time during the battle (I’m not exactly sure what the trigger level is), Tza Tze comes and puts himself in front of you as a shield. Use that time to heal / recharge or just keep on firing. You’ll most likely win before Tza Tze even needs to intervene.

Total time to finish World 5: 20-25 minutes.

Total time to finish the game: approx. 2.5 hours (combat speed set to high and all cutscenes / dialogues skipped).

TSE skill analysis by Mr Nobody
Mark Pay

Mark Pay (2006-08-09)
( Archived from the Natomic forums )

Mr Nobody

Here is a skills guide for everyone. please read it

Character Skills:
Damage Per 100sec is Calculated with level 31, 30 skill points and with no mana recharge stops.

Rifleman skills *all skills calculated with 15 damage base damage rifle.

Rifle Attack | Direct Normal Attack
It Fires as Single Bullet at the nearest Enemy. This attack is also speed fire's damage per bullet.
Damage Per 100sec: 2625
Pros: Doesn't require mana. Fast cooldown time. Cons: Weak.
Verdict: NEVER use this attack

Recover | Self Healing
Heals the user.
Healing Per 100sec (Calculated with Max cooldown time. Sorry!): Peter:389 Edward:490 Samuel:545
Pros: Heals a lot. A skill that's worth to develop on. Cons: None?
Verdict: You should invest some skills points in this in late stages

Speed Fire | Direct Normal Attack
It Fires three bullets at the nearest enemy.
Damage Per 100sec (30 skills points on Rifle Attack): Peter: 4531 Edward:4315 Samuel:4531
Pros: Fast cooldown time. Cons: looks weak but isn't
Verdict: Good Attack.

Sharpshoot | Direct Normal Attack
Fires a single powerful buller
Damage Per 100sec: Peter: 3629 Edward: 3212 Samuel: 2796
Pros: Good against Large monsters. Strong Bullet. Powerful with decreased cooldown time. Cons: SLOW!!! Cooldown time. Very bad Overall Damage! Sorry Sharpshoot lovers!
Verdict: why do people like this?

Magic Bullet | Direct Magic Attack
Fires a magical bullet
Damage Per 100sec: Peter: 4696 Edward: 3607 Samuel: 4142
Pros: Fairly good in attack. Cons: Can't think of any.
Verdict: If you have peter, Use it.

Power Shot | Area Normal Attack
Fires a shot that goes through all enemies
Damage Per 100sec (attack on three enemies): Peter: 9122 Edward: 9979 Samuel: 9122
Pros: EXTREMELY POWERFUL! When against three enemies. Has competition with sharpshoot against one enemy. Puts Sharpshoot to shame. Cons: Weaker against one enemy. Does 66% damage to large monsters.
Verdict: USE USE USE!

Dynamite | Indirect Energy Attack
Explodes and showers your enemies with fire.
Damage Per 100sec: Peter: 6857 Edward: 7682 Samuel: 6158
Pros: Does lots of Damage. Puts Sharpshoot to even more shame. Cons: Uses up 2 mana.
Verdict: Use it if you have Edward.

Lasoo | Direct Normal Stun
Traps the nearest enemy preventing them from taking action
Secs of trapping Per 100sec: Peter: 595 Edward: 685 Samuel: 782
Pros: Very useful. Cons: do you expect a battle to last 10 minutes?
Verdict: Good to use some skill points on it. But not all

Mage skills

Chain magic | Direct Magic attack
Fires three magical blast at the nearest enemy.
Damage Per 100sec: Clara: 4166. With incandescent talisman of magic mystery:5555
Pippa: 4245 With talisman: 6976 Eisfford: 4245 With talisman: 6976
Pros: Fairly good. Very good with the talisman. Cons: Do you know any?
Verdict: Pow! Pow! Pow!

Kinetic Shield | Normal Defense
Raises a shield that protects the party form normal attacks
Absorbency Per 100sec: 1153
Pros: absorbs a LOT of damage Cons:What else do you expect from a perfectly sturdy shield?
Verdict: you can use it as a main skill if you want

Magic Shield | Magic Defense
Raise a shield that protects the party from magic attacks
Absorbency Per 100sec: Clara: 1153 Pippa: 1288 Eisfford: 1000
Pros: absorbs a LOT of damage Cons: YOU THINK OF SOMETHING!
Verdict: Same as Kinetic shield

Rock Rain | Area Normal Attack
Throw three rocks a enemies
Damage Per 100sec (all rocks hitting): Clara: 8980 Pippa: 7884 Eisfford: 7134
Pros: Powerful! If all rocks hit Cons: Misses (still powerful with at least 2 rocks hitting). Does 66% damage to larger monsters.
Verdict: Good but not so good. Good, but not good. What is it?

Celestial Lighting | direct normal attack
Strikes the nearest enemy with a zap of lighting
Damage per 100sec: Clara: 3333 Pippa: 3894 Eisfford: 4456
Pros: None Cons: Average Damage
Verdict: NEVER USE IT!

Rainbow | Indirect Magic Attack
Sends down a ray of rainbow light at a random enemy
Damage per 100sec (with no splash damage): Clara: 3528 With blurred talisman of the spectrum: 5292 Pippa: 4735 With talisman:7103 Eisfford: 4132 With talisman: 6198
Pros: Does splash Damage, Fairly good attack. Cons: Any at all?
Verdict: WOW! Too GOOD to waste.

Kinetic Smash | Direct Normal Attack
Sends a whirlwind of rocks at the nearest enemy
Damage per 100sec: Clara: 5371 Pippa: 4928 Eissford: 6285
Pros: Outstanding!!! Damage (compared to the others...) Cons: uses two mana.
Verdict: An OK Attack

Life Drain | Direct Ethereal Attack
Raises ward to protect party before raising the spirit of death to drain life from the nearest enemy.
Damage per 100sec: Clara: 6781 Pippa: 4484 Eissford: 5687
Pros: Outstanding as well. When finished with enemy and hasn't used up all the damage, moves on to the next enemy Cons: None at all.
Verdict: On Par with Kinetic Smash

Priest Skills
Rifle Attack
*look at Rifleman Skills

Party Heal | Other Healing
Heals all except caster
Healing per 100sec: Clementas: 516 Zepher: 612 Matthieu: 596
Pros: Heals a lot. Cons: None
Verdict: A good skill if you want to win the game fast

Party Recharge | Other Man Recharging
Recharges 1 mana to all except caster
Pros: Recharges mana! Cons: Wastes time Recharging mana!
Verdict: why waste skill points improving the cooldown time of party recharge?

Party Bless | Party Strength Improver
Raise the level of the party
Level raised with time of lasting per 100sec of casting: Clementas: +37lvl 308sec Zepher:+49lvl 308 sec Matthieu:+43lvl 308sec
Pros: Improves damage by a lot Cons: None
Verdict: A skill worth spending on

Holy Bolt | Direct Energy Attack
Launches to projectiles at the nearest enemy
Damage Per 100sec: Clementas: 4800 Zepher: 3600 Matthieu: 4133
Pros: Fast Reload time. Does extra damage to Undead creatures. Cons: Average attack
Verdict: This is quite a good attack

Silver Bullet | Direct Normal Attack
Shoots a bullet that strike the nearest enemy
Damage Per 100sec: Clementas: 4413 Zepher: 3896 Matthieu: 3637
Pros: Does extra damage to UD creatures Cons: Average Attack
Verdict: Not any better than holy bolt

Spook Summon | indirect Energy Attack/ Healing
Heals a low health party member or attacks
Damage Per 100sec: 1837
Pros: Does good damage over some time. Can Heal Cons:None at all.
Verdict: it is used best when summoned then use a different attack twice then go back to summoning

Hand of the Gods (or HotG and some people like) | Indirect Magic attack
Strikes an enemy with a powerful ray of light
Damage per 100sec: Clementas: 6646 Zepher: 5142 Matthieu: 7630
Pros: Very Strong. Very rarely strikes a magical immune enemy Cons: uses two mana
Verdict: Strong. A must have

Best Rifleman Attack:
*Power Shot or
*Dynamite

Best Mage Attack
*Rock Rain or
*Chain Magic

Best Priest Attack
*Obviously HotG

Best Attacks For:
Clara: Life Drain
Pippa: Rainbow
Eisfford: Kinetic Smash
Peter: Power shot
Edward: Power shot
Samuel: Power shot
Clementas: HotG
Zepher: HotG
Matthieu: HotG

If something is wrong please tell me.
cruz-tse (2007-03-01)
please put in the stats for RECHARGE

:roll: im too lazy to do that myself :roll:
Brickman (2008-09-01)
I think, even with TSE being "archaic", it really ought to be said somewhere in this topic that the guide is wrong because it overlooks a huge factor: Not every enemy takes the printed damage from every attack. In fact, most don't. Enemies throughout most of the game hack modifiers on the damage they take from every hit, which are sometimes positive but more often negative (and moreover, the negative ones make a bigger difference). If a monster has, say, physical -30 energy -30 magic -30, every hit it takes is reduced by 30. That means sharpshoot loses 30 damage every three rounds, magic bullet loses 30 damage every two rounds, speedfire loses 90 damage every two rounds (45 per round) and dynamite loses 120 damage every three rounds (40 per round). 30's pretty tame compared to some of the armor you'll be seeing in this game though--some of the later normal enemies have stuff like energy -45 and magic -90, and that's not even counting the bosses. The final boss's second form has physical -125, energy -125 and magic -90, meaning if you chose all your skills on the basis of flat DPS and thus had a party running, say, speed fire, chain magic/rock rain and holy bolt, you'd be almost incapable of scratching its paint. One multi-hit skill in your party will make some areas easier, like Elan's Tomb (if memory serves, it had a lot of people weak to normal and energy damage), but you need at least one if not two skills that hit very hard with one blow, like sharpshoot or kinetic smash, or at the very least one-hit-per-two-rounds skills like magic bullet, silver bullet or celestial lightning.

Also important to remember some monsters (and bosses) are immune to some damage types. Beating the game REQUIRES at least one physical and either one magical attack or one energy attack plus drain life, and there'll be at least one entire late-game area and many bosses (including the final) where you can't use drain life at all.

Finally, it's important to note that Mr Nobody's statistics are COMPLETELY meaningless, because he does not include recharging in his analysis. This is simply not meaningful late in the game. Many battles against regular enemies will be over before you need to recharge (at least if you're not using the 2-mana skills), but all boss battles and most other difficult battles in the second half of the game will require recharging, at which point the two-mana skills (and recover/speedfire to a lesser degree) will be significantly hampered, sharpshoot will be significantly boosted, and most skills will simply have their efficiency cut more or less in half.
tsiga (2009-05-05)
What the max lvl?

Demo
DGM

DGM (2006-08-31)
When do you plan to release a demo? As much as I enjoyed the original, it isn't easy to have a meaningful discussion about the sequel with nothing more than screenshots to go on...
Mark Pay (2006-09-01)
Hi there!

I don't plan on releasing a demo in the immediate future. With the completion of the game probably at least a year away I don't want to release too much material too soon and then struggle to follow up on it. A playable demo tends to be the final peak of the standard pre-release information tease for any game and I would also want it to be fully representative of the product, which it will not be at this stage. There will definately be a demo out some time shortly before the game is released though.

I plan to update the site itself with more material as time goes by. If you have any specific questions, feel free to ask. I may assemble an FAQ at some point or add answers to the Info section.

A little question...
Jimbob

Jimbob (2006-09-01)
Have you made the jump to MMF2 yet? I expect you had quite a lot done already when it came out so it's probably not worth converting it all. Have you had a go? What do you think?

The screenshots are looking great by the way, the graphics are so much more crisp without the outlines, and the environments so much more detailed. Do you not find you're getting better as you get further on in the game so is it hard to keep the style constant?

It's funny really, as one of the features on the blog I was going to do amusing DS mockups for games that lend itself to the system (although obviously just a complete pipe dream), and I was gonna start with The Spirit Engine because it's almost perfect for it.

Good luck anyway.

(BTW, the old games archive page doesn't work :S)
Mark Pay (2006-09-02)
Hi Jimbob! Thanks for the link on Klik-Me.

My current expectations are that I will not migrate TSE-2 to MMF2. I figure that at this point I am better off sticking with the devil I know. :twisted: I have gotten used to all of MMF 1.5's annoying little quirks, and I don't really want to go through the trouble of finding a whole load of new ones for MMF2 the hard way.
I haven't been able to try migrating the game yet, even using the MMF2 demo, as a number of the extensions that I used ( most notably Control X and Modfusion ) have not been converted last time I checked. So long as MMF 1.5 executables continue to work properly in Vista, I will stick with it. I would love to have alpha-blending on active objects, but I can live without it.

I'm glad that you're liking the new graphics! They're turning out to be the most time-consuming aspect of development. I have had some trouble with improving skill over time, but it's not been as bad as the first game, where I had to work to cover up the stylistic and skill differences between the graphics in the first and 4th/5th chapters.

This time around I spent a great deal of time getting the male and female human templates for characters as close to what I felt was perfect for the size whilst I was in the planning stages, and that has really paid off. I have found myself going back and spending some time correcting art which I had basically gotten lazy with and abandoned too early - a lot of the chapter 1 graphics and main character animations. I'm sure I'll have a lot more to retouch before I'm done. The character conversation portraits are an ongoing nightmare of revision. I should have made them smaller and lit them from the near side to save effort, but I've got to finish what I started now. ;_;

I'm sad to admit that I've never touched a DS. :( Are those the ones with the touch-pen and screen? I keep hearing a lot about indy development for them. Somehow I doubt they run Windows. It is a certainly a lovely pipe-dream though, and seeing some fantasy mockups would be cool. What other games did you have in mind? Was it mainly klik & indy stuff?

Is it http://thespiritengine.com/bunker.html that you were unable to get working? It's ok for me here but I'm not sure just how reliable my host is. Shockingly, all of the file links seem to work right now too. ^_^

Thanks again.
Jimbob (2006-09-02)
Aha, it's just the front page news link that's wrong... (it links to a non-existant /MMFBunker folder) just checked out the links page for the proper link.

As for the DS games, yes, I was just going to mock-up Klik/related games that would lend themselves to the dual-screen touchscreen format. It's a shame you haven't picked one up yet, it's quite a surprise. After TSE, something like DeliDash (click and drag the plates to spin them around) would probably be next...

Hopefully you'll enjoy the new direction of the Klik-Me page, I'm quite enjoying just writing now, and developing games from a completely different context other than 'let's make something like (blah)!'.

Again good luck with it, I think my art skills are improving a lot, I'm just waiting for the time to actually plan out my magnum opus... :P
TwiTerror (2006-09-03)
I like that both of the games you mentioned feature my music. Just kidding ^_^

Anyway, you have some interesting ideas jimbob. :D
Mark Pay (2006-09-04)
Fixed the frontpage link, thanks.

I'm looking forward to the new Klik-Me and I'm curious to see what direction you'll take it in. ( articles? news? reviews? a bit of everything? ) I miss serious discussion of the Klik scene. I really freaking miss #k&p not being a wasteland. I even remember when we used to regularly have 4+ members of Natomic on our own IRC channel at a time. If people are have interesting conversations anywhere, it's no place that I know about. :(
It all seems so dead right now, with only Acoders and a couple of Natomic and ex FAIND members working ( quietly ) on anything interesting or ambitious. There's no convention either this year. Hopefully things will pick up in the future.

I'd love a DS to play with but, cash problems right now. :( I gotta warn you against magnum opii ( what is the plural of opus anyway? ) They're only for crazy people with way too much spare time. ^_^
TwiTerror (2006-09-05)
Opus * 2 = Opi. (:
Zomby138 (2006-09-05)
that seems to sound almost exactly like the Japanese word for breasts, "oppai" pronounced "oh-pie".

yeah, anyway, hi there.
Jimbob (2006-09-08)
I'm back! Just had an insane six day camping trip basically in the middle of nowhere, which was both mind-blowing and completely inspiring...

The blog will be hopefully a bit of everything, the news mainly a quick stream of bulletins as an aside to proper discussion of a particular topic or articles that will make up most of the site. Initially I want to start out on my own because I don't know anybody who kinda thinks like me and I don't know if it'll work at all. But it's no skin off my back if it doesn't, I'm spending any more money than I am at the moment on webspace.

I don't want to make a completely review/news site because there are places like TIGSource and GameHippo and even the remade TK for that...plus I never liked writing normal reviews anyway. I'd prefer to actually point out in a discussion the choices that people make during development that basically effect the outcome of the final game, be it specific to a particular game, or to everything in general. Hopefully it will become apparent when things start being posted (which will be soon, I hope :P).

As for my magnum opus, I am probably going to wait a long while. Jon may be coding an engine right now which will make things more a case of creating content than trying to make features work (i.e. make my job easier) but I'm holding my breath till next July when I will be at the end of my third year, back in the UK (I'm in NZ at the mo) and have the summer free (i.e. I will have no money).

Man, sometimes I have so many things buzzing in my head it feels good to burp it all out somewhere... this Klik-Me blog thinger is a result of that I guess :D
Mark Pay (2006-09-10)
Welcome Zomby138 :D

It's good to hear that your camping trip went well Jimbob. It's nice to get away! I consider myself fortunate to live in a quiet place by the sea - we basically have nowhere in 3 out of 4 directions, so a fellow doesn't have to walk far to find it. It's not exactly the *middle* of nowhere per se, but you can pretend that there isn't somewhere behind you, I guess. :)

I haven't gone camping in ages. I kinda miss it. Campfires are great! Campfire cooking is not-so-great. Did you have any fun with creepy crawlies visiting you in the night?

I like the sounds of your plans for the blog ( I read someplace you were thinking of keeping Klik-Me as the name. Seems sensible to me. ) I usually lurk on most of the sites that I visit, but I'll try and contribute to the comments when it gets going.
Jimbob (2006-09-10)
Heh, it's just the start of spring here so the sandflies weren't out in force (only baby ones), but I still managed to get a few mosquito bites. The food wasn't too bad, but there's only so much you can do with pasta and tins of tuna :P.

You can check out how the blog is looking here ( http://klik.jrnetwork.co.uk ) although the MySQL server is under maintenance at the time of writing so it might not work for a little while. Hopefully the new clean look will inspire a few more visitors... still looking for a header graphic as well as some more little graphical flourishes :) but the rest is looking pretty sweet so far.
Mark Pay (2006-09-19)
Darn, I should have replied to this earlier sorry. The site was down when I tried last week. Looks good! Is it running off the Klik-Me database? ( posts seem identical, which is a good thing ) The far background is a bit weak - looks like it has been hit with a blur filter ( I've still not found a use for blur filters except for making things look ugly ^_^ )

It looks a lot nicer and cleaner than Klik-Me. I hope you make the switch soon, if for no other reason than that the klik-me url is easier to remember. ;)
Jimbob (2006-09-20)
Haha cheers, the background was a placeholder, because I don't want a plain background but I've no idea what to put there. I am basically copying what I've got over at Klik-Me and just pasting it directly into Wordpress which works fine (I've got much more control over image placement as well now).

After I finalise the frontpage design and have some sort of graphic for both title and background that I'm happy with, I'll get to try and change the url (although that would mean either finding Jannis or Rapidflash, both of whom seem to be AWOL). Plus I've got a couple of articles to finish off to post when I do make the big change.

Cheers for the comment.

TIGSource
Shabadage

Shabadage (2006-09-01)
I was going to TIGSource this, but with the release of the game so far off; I've decided to wait until I hear from you, I don't want to prematurely peak your popularity (Advent Rising anyone?).

So yes, you've got a plug on TIGSource waiting for you; just let me know when you want it.
Mark Pay (2006-09-02)
Hi Shabadage. Thanks a lot for dropping me a message before posting on TIGSource. With the release date so distant and uncertain I want to try and avoid widespread publicising and hyping until I am close to delivering on any promises. I certainly don't want an angry and impatient mob baying for blood in 3 months time when the game still isn't released. ^_^ My current priority for the moment is just letting people interested in the first game know that TSE-2 still exists, development is going well, if a little slow, and that it will be finished.

So I think my feeling right now is that I would prefer not to actively promote in the general indy scene yet. I will certainly take you up on your offer some time in the future though, thanks!

Wewt, TSE2 looks cool.
Rallard

Rallard (2006-09-10)
Sorry for the vague title.

Anyway, I played and beat TSE1 a long time ago -probably a few months after it was first released - and I just came across it again and started playing.

I'm hooked once more. D:

So yeah, of course I'm going to consider buying TSE2... provided it's not $50+ or something.

Okay... moving on... I've got a few questions, or something, about this upcoming game:

1) Do you have a price range in mind for the game? As in, what's the highest or lowest you'll go?

2) Will any TSE1 characters make cameos or be playable?

Thanks in advance.
Mark Pay (2006-09-10)
Hi Rallard. :D Glad you're still enjoying TSE-1.

On the subject of price for TSE-2, my initial thought was around the $15 mark - a similar price to the budget PC games I often buy on impulse in stores here in the UK. I don't have any set range in mind right now. I haven't made an investigation of the prices charged by other independent developers online, particularly in the ( IMO all too sparse ) RPG genre. I will give the matter more serious attention once I have a basically finished product to assess, and fewer immediate concerns.

None of the characters from the first game will be playable in the second. One NPC will make a fun cameo about half way through. Aside from that, the two games share no others parts of their world or cast.

Thanks for your questions, I hope that helped.
Zomby138 (2006-10-18)
are you gunna like, send it to people on CD ? or have it so you pay then download it or something?
Mark Pay (2006-10-24)
Most distribution services that I have seen allow both as an option to customers.
SchlockGamer (2006-12-15)
forgive reviving the thread, but what can we expect as to whats new? No spoilers, but things like skills, classes, drastic changes to the way the game is played, things that could be revealed without taking the excitement and anticipation of the game away, other than the screenshots?

And please...dont take away Life Drain...that was IMO the coolest skill ever (not the best, thats reserved for party heal)
ROD (2006-12-15)
"And please...dont take away Life Drain...that was IMO the coolest skill ever "

Yeah, my words!
LachlanDavis (2007-02-01)
As long as it was internet Pay, i would happily pay between $8 - $15 AU for something like TSE2, i dont know what that translates to.

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.

404'd
Axel

Axel (2006-09-27)
I wanted to upgrade my TSE (currently 1.01), but it seems like the download links for ALL patches and versions of TSE are down, both on thespiritengine.com and on natomic.com, so what's up with that? Can you please upload to some reliable host, it'd be a nice thing to do :(
Jimbob (2006-09-28)
I have now mirrored TSEp103to104.exe on my site (I had one of the older patches linked, but I removed it a while ago because I thought it was redundant with the v1.03 download). Can't find the old patch either now, sorry.

Download TSE v1.03 to v1.04 Patch
Mark Pay (2006-09-28)
Hi Axel. Thanks for informing me about this. It's a pain to lose the Hosttycoon link, it's been very helpful up until now. I'll have to go hunting for an alternative free file host. Does anyone have any recommendations?

I have updated the links page with patches from 101to104 and 102to203. The 103to104 patch was a typo on my part on one of the three links in the table that I missed, sorry.
For the moment, I have uploaded TSE installer version 104 to [url]http://www.thespiritengine.com/Files/TSE104.exe. I have to be very careful with the upload because even a handful of downloads via a hotlink from a 'free gamez!' site would be enough to sink this budget hosting plan, cost me a bunch and take this site offline. :(
I'm also working on a version 105 to fix some crash issues with the old version of modfusion, but it's taking me a while. ( better 3 years late than never! )

PS - Thanks for the mirror Jimbob.
Mr Nobody (2006-11-16)
Maybe you could share the file via bit torrent. It's fast (if you have a lot of seeds), simple and free.
Mark Pay (2006-11-20)
BT would be nice. Finding reliable seeds might be hard.

There seem to be a lot more free download sites available for this kind of use than there were 3 years ago though. I'm always slightly suspicious of them - they can't be fully paid for by adverts, surely? I'm still waiting for the catch...
Cdoublejj (2007-07-23)
Actually there are free web servers like megaupload.com but they have to be downloaded ever so many days or the file is canned i'm currently upload TSE 1.04 there now i will post the link latter again totally free also none of the download links i mean none of them work
Mark Pay (2007-07-29)
Thanks for reminding me about the old Natomic site. I have gotten onto the FTP and changed the relevant links there to point to this site where the download links are working.

Hallowenn info :)
BudyHero13

BudyHero13 (2006-10-03)
Hi here

If you think that this post is offtopic here feel free to remove it
Time to think about halloween :) So I have found some useful links and would like to share it with the community. Just bookmark them

halloween baby
halloween mask
And link about sexy halloween
sexy-halloween-costume
Zomby138 (2006-10-05)
amazing, the pressece of this post truely bewilders me.
Mark Pay (2006-10-05)
Is this the forum's first adbot? What a happy occasion! ( /break out the champagne )

I'll delete it later. ;)
cruz-tse (2007-06-13)
"Is this the forum's first adbot? What a happy occasion! ( /break out the champagne )

I'll delete it later. ;)"


*tense cough*

a (different) sprite
Jimbob

Jimbob (2006-10-06)
Because now there are two excellent pixel artists here. :P

http://images.jrnetwork.co.uk/art/pixel/sketch2.gif

Not for any game in particular, but more a character design.
Whaddya think?
Mark Pay (2006-10-06)
Looks great Jimbob. :D Reminds me of Dogtanian and the Three Muskehounds, which I seem to remember being good. I'm not sure how well the show would actually stand up to viewing now without the nostalgia goggles on. ( wasn't there a more recent version of the series? )

Anyway, talking animals in period dress = the win. What's the project?
Jimbob (2006-10-06)
It's a game I've been wanting to make for ages (I think I posted a really bad demo of the first incarnation back on the Natomic forums ages ago - what the hell happened to Andi posting an update? :P) but I'm going to wait until some of my other projects are done and just do little planning bits.

Tis basically a musketeering platformer. I've been reading the original The Three Musketeers recently which it will probably be loosely based around because it's such an awesome book. It's also going to be very ambitious. Which is why Jon and Ste from AC are going to help me out a lot by coding a super fancy (physics included) engine. I can't really say anything more other than it will be the most spectacular platform game you have ever laid eyes on. HAHA.
Mark Pay (2006-10-07)
Hohoho! We have that in writing now Jimbob, you'd better deliver. ;) I've never read the Three Musketeers, but I do think that the 1600s-1800s are a wonderful source of inspiration often left untapped by computer games. Many designers seem to go straight for the pseudo-medieval, ancient or 20th century stuff. I certainly can't think of any platformers set in the period, but I've never been much of a platformer buff. I look forward to seeing what you come up with for it! Will there be simulated swordfighting?

As for Natomic, I have no idea what's going on with it. The only other member that I've been in much contact with is Blake, who is making good progress on Rhapsody. From where I stand, the current site looks like little more than a musty corpse. :(
Jimbob (2006-10-08)
Yeh, Blake has shown me a little of what he's been up to. It's an incredibly fancy engine, it's a shame it needs so much graphical content to keep it moving along.

I'm basically using my next two games as a springboard to this. The first is my Knights game from the TK forums which will help me to hopefully perfect the basic platform engine to build upon. The second will be a simple puzzle game I started ages ago, Counterbalance, within which I'm hoping to test out a overblown ridiculous storyline with dialogue and simple cutscenes (I think it'd look rather like TSE actually :P but with puzzle levels instead).

After that I guess I'd be a bit more comfortable with the amount of animation and graphics I can forsee being needed (goodness knows how much TSE and TSE2 combined have needed) and start this game proper.

But before even that, I've got 4 university assignments to complete... gah!
Mark Pay (2006-10-11)
Yeah, Rhapsody is soooo slick. The presentation is gorgeous and very professional.

It sounds like you have a very sensible approach to building up your skills and experience before taking on this game. I'm also envious that you have so many projects lined up to work on. A lot of klikkers would kill for just one decent idea that they can stick with. ;)

Good luck with your uni assignments!
Zomby138 (2006-10-17)
hey, sorry it's taken me so long to reply, I?ve had no real internet access for a while. That is one damn nice sprite up there though! really quite high res I must say, bigger than I would personally consider working, the only other sprites I really know of that have been that big are the guilty gear X sprites. The main drawback I've seen of using big sprites seems to be that the animations tend to end up quite stiff, with much copying and pasting from frame to frame, and not so much re-drawing of the guy from frame to frame. because of the high res; the sections of him that stay the same become more obvious than they would have been at a low res *shrugs* I've noticed it among the guilty gear sprites, you might want to bear it in mind or something when trying to animated them.
integral (2006-10-20)
"
Anyway, talking animals in period dress = the win.

I certainly can't think of any platformers set in the period, but I've never been much of a platformer buff."


what about:

http://www.mobygames.com/images/shots/original/979624231-00.gif

[url]http://www.gamespot.com/pc/action/claw/index.html?q=claw

[url]http://www.worldvillage.com/wv/gamezone/html/reviews/claw.htm

[url]http://www.geocities.com/clawjunior/index3.html

[url]http://claw.ben-ts.net/downloads.html
Jimbob (2006-10-21)
I remember playing a demo of that.
Although whether I liked it or not was a different matter. Downloading it now (through The Home of the Underdogs).

The trouble I have with most games like this (and it'll be interesting to see how this deals with it) is that killing enemies is either repetitive or just plain boring. If you've got a sword you should be able to cut your enemies apart in many ways, you should be able to just lunge into them, pushing them back into their friends lining up behind. You should be able to bounce on or drop items on to their heads, disabling them for a moment so you're free to dispense of them how you choose. Take running leaps at people or swing from chandeliers into enemies, I want to play out those sword fights you always see in movies but I've never seen in a game (done well anyway - I suppose that Assassin's Creed game looks like it'll do it but that's in - BAH! - 3D). That's pretty much my aim for my musketeer game. It's gonna be a hard task to achieve and still be simple to play (I'm gunning for two action buttons - jump and attack, three at a push - like those arcade beat em ups) but I don't see why it can't happen.

And yeh, that sprite isn't the actual size in-game, I'd be insane to think I could animate the amount of stuff I require at that size.

And Mark, recently started playing TSE again :P I remember stopping at world 3 or 4 (the Tiki people one I think) because I didn't really take advantage of the redistributing of skill points. Maybe I'll figure it out this time...
Jimbob (2006-10-21)
Yeh that Claw game hasn't impress me in the gameplay department so far. The graphics and animations are beautiful though.

The level design seems overly messy. There's a good mixup of obstacles and things but considering how good the graphics are in parts, it seems to be laid out horribly. Fighting the enemies is just a case of walking up to them and pressing fire, I don't think one sword enemy actually took a swipe at me throughout the first two levels. And then the boss at the end of the second level seems to be just a case of tapping the attack button like a maniac. I'll play it more, but hmm, possibly only to see the rest of the art. Interesting to note that it has a multiplayer mode though :o
integral (2006-10-21)
well unfortunately multiplaying in that game is just a score ladder.

A call back to AI
Jimbob

Jimbob (2006-10-09)
Just to let you know, someone is still shining a light for the Aliens : Infestation style game.

http://homepages.paradise.net.nz/~gbhull/marines.jpg

He's an honorary member of AC at the moment as he works with Danjo on this game. But it harked back to that time when I remember everyone was barking at old Mischief Misheff and his AI3... :P

Looking at some other screenshots he's shown us, this will be one hell of a game...
LachlanDavis (2006-10-11)
Id like to here more of this game, looks good
Mark Pay (2006-10-11)
Awww, did you really have to remind me that Marco Misheff is still out there somewhere? Watching. Waiting. Probably breathing heavily. I was having such a nice day too. :(

I remember Marines, and I'm really glad to see that the author is still working in that area ( looking up at the Acoders site it's Ben Hull, right? )

I would love to see what he and Danjo have planned for this ( maybe you can squeeze something more out of them for Klik-Me and the AC frontpage too? :D )

Here I am again!
Mr Nobody

Mr Nobody (2006-10-13)
It's been 1 year. Mark I can't believe you still have my guide! Never knew it was so good. I got banned from Natomic (I think I was over-advertising). What do you mean by 'Adbots'. I never actually bothered updating that guide. Though everyone hated it. I'll see if I have the time.
Mark Pay (2006-10-15)
Hi there Mr Nobody. :D Good to see you again!
I can't remember if or why you got banned from Natomic - you could have been caught in one of the IP range bans or just annoyed one of the other admins ( One of the problems of having numerous admins on a set of forums - everyone has a slightly different idea of acceptable behaviour. )

An adbot is an automated piece of software that trawls through the internet, finding html submission forms and feeding adverts into them. That's why you'll probably have seen so many adverts for medical drugs spammed in people's blogs and forums. I turned on user authentication for the forum a couple of days ago. Hopefully their inability to read will keep the mechanical annoyances out.

Your skill analysis is a good article! I have to admit I don't always break out the calculator when I do balancing, so I always find it interesting to see numbers. If you would ever like to update it, just give me a shout.
Mr Nobody (2006-10-16)
I know what i got banned for. I was spamming the forum with all the firefox stuff.

Patch Download
Mr Nobody

Mr Nobody (2006-10-16)
Mark, the patch downloads have 2 101 to 104s. The top one's 103 to 104.
Mark Pay (2006-10-16)
It was the description that I forgot to update. Fixed, thanks!

Where you movin to?
Jimbob

Jimbob (2006-10-17)
Moving country aye?
That sounds exciting.
Is it?
Mark Pay (2006-10-17)
No, it's bloody terrifying. :P
I don't have much time to get a new home sorted out in either. ( 2 weeks )
Fortunately it's perhaps the easiest international move that one can make from the UK, since I'm off to Ireland. So much is shared, from the main language to the mains voltage, that it makes things a little bit easier.

It's a pixel art job, but I don't really want to say much about it for fear of jinxing it / breaching confidentiality. It'll be hard work, but at the same time I hope a great chance for me to prove myself and kick my art skills up another gear.

"'Cause I'm leaving on a jet plane, don't know when I'll be back again." :cry:
Zomby138 (2006-10-18)
sheesh-kababs, that sounds crazy. I've been to Ireland befor, very nearly got draged into playing music in a folk bar, which I would jump at the oppertunity to do now funnily enough, but back then I was not as confident as I am now.

The job sounds really exciting, I'd love to hear more about it when you get over your superstitions. you gunna have interent access ?
Mark Pay (2006-10-24)
I should be able to get a broadband connection, but it may take me a while to get it set up at home. I'm going to be living in Galway and I've spent the last 6 days looking for a place to rent over there. I'll be off there in another couple with my faithful old Ford Fiesta loaded down with my personal junk.

I am quite excited about the job. The people there are nice and they are working on some interesting projects. I'm also nervous though, since art is subjective and IMO you're not much of a commercial artist if you're not frequently thinking about how much your work pleases the people paying for your services. :D I will know more once I get down to work next week.

Hi
Mr Nobody

Mr Nobody (2006-10-18)
got excited for a few moments. Australia is a good place. I live there!

This is a very easy game
go1orange

go1orange (2006-10-22)
Not to discredit your game Mr. Creator but a 14 year old who downloaded a 5 MB program, found the "address'" of these 3 chracters and created unlimited health and mana XD. But i think this game is still excellent for everybody because it has a great storyline! And i couldn't change the amount of skill points i could add in one go so thumbs up for that aswell :wink: .

Cheat Engine if you've ever heard of it :D

http://i140.photobucket.com/albums/r22/go1orange/thespsiritengine.jpg
Jimbob (2006-10-22)
I'm sure they felt really fulfilled at having beaten the game like that. What an achievement!!
integral (2006-10-22)
yes.

link please
go1orange (2006-10-22)
"yes.

link please"


link to what?
And yeah i did feel pretty fulfilled
Mark Pay (2006-10-24)
I don't mind cheating in single player games. But as a designer, I do think that you've failed if people basically dislike sections of your game so much, perhaps because they are too boring or too difficult, that they want to skip them. I should have put difficulty settings into TSE-1, and they are there in the sequel.


A quick note - any user should be careful when downloading and running executable programs from unknown sources on the internet. It's a quick way to get viruses, trojans and other assorted malware onto your machines if you're unlucky.
integral (2006-11-04)
link to program/cheats/how to do/something.

I just lost my old gamesave plus havent the time to make proper exp points to proceed further.
Mark Pay (2006-11-07)
The save files are savename.ini, savegame.ini and w9xabc.ini. They are in the C:\Windows directory. ( I can't apologise enough for this. It's the default and I was young and foolish five years ago. Sorry! :( )

It should be fairly obvious which values are which. The game checks for some outrageous entries.
Mr Nobody (2006-11-08)
" should have put difficulty settings into TSE-1"

You don't know how many times you have said that. I think the games great if you chose the right characters and skills.
Mark Pay (2006-11-09)
About four times I think, including this one. I just want people to know that I am aware of ( hopefully most ) of the things that sucked in TSE-1 and am addressing them in the sequel.

Not having dificulty levels, or having ones that can't be changed later in the game when you realise that you've made a mistake with your original choice annoys me personally when I am playing games.
Yes, the TSE-1 is easy if you choose the right characters and skills and know what challenges are coming up. But a new player shouldn't have to read a players guide ( or be have some crazy degree of precognition ) in order to finish a game that they pick up.
I have a load of games on my shelf that I have never finished because they got so hard towards the end that they stopped being fun to play. It's better, IMO to give the option for the player to knock down the difficulty level and stop the game frustrating them, than simply make them stop playing it.
cruz-tse (2007-03-06)
"The save files are savename.ini, savegame.ini and w9xabc.ini. They are in the C:\Windows directory. ( I can't apologise enough for this. It's the default and I was young and foolish five years ago. Sorry! :( )

It should be fairly obvious which values are which. The game checks for some outrageous entries."


i made al 53's 9999999999 (number 53 is the [size=7:9276cd3533]experience)

i got to lvl 100, then i went to next world, and the game collapsed lol
integral (2007-03-06)
yeah it happened to me too.
ajk123 (2008-01-04)
yeh it happened to me too is there a way to alter the values with out the game crashing cuz everytime i alter them i go into a town and it exits the game
Jimbob (2008-01-04)
"The game checks for some outrageous entries."

I think your answer is there. Don't go crazy with the ol' cheating...
ajk123 (2008-01-04)
your right mate ile leave it be
ajk123 (2008-01-10)
guys im not a cheater at games, dont think it has a point, but is there a way to alter the coding in the save file for the number 53 without it crashing, mainly cuz i like experimenting with things lol, if there is no way thats ok
Hermit (2008-01-13)
"Not to discredit your game Mr. Creator but a 14 year old who downloaded a 5 MB program, found the "address'" of these 3 chracters and created unlimited health and mana XD. But i think this game is still excellent for everybody because it has a great storyline! And i couldn't change the amount of skill points i could add in one go so thumbs up for that aswell :wink: .

Cheat Engine if you've ever heard of it :D"


Why cheat? You've taken all the fun and point out of TSE by cheating.

And please, for goodness sake, don't think your peculiar for googling game-related hacking engines, because that's something any average joe can do.

guild wars veteran lounge
integral

integral (2006-10-22)
by remembering old updates on now dead natomic newspage I remember you were a veteran of first chapter.

wonder if you were still on the game(wich one)

personally, the new afrikan theme is what I dislike in the latest chapter, reason why Im gonna to get factions instead of that.
Mark Pay (2006-10-24)
I'm still playing Guild Wars and enjoying it a lot. The lack of monthly fees and low required time commitment makes it the only MMORPG that I am interested in playing, so it's fortunate that it's also good. ;)
The IGN for my main PvE character ( mesmer ) is Alberto Triskellion and I am a member of Guardians of the Light.

I bought both Prophecies and Factions when they came out. I liked both, although Prophecies PvE seems really dull and repetitive looking back at it. I'm really looking forward to Nightfall. The medieval and feudal Japanese themes of Prophecies and Factions have been overused in so many other games that I found the African stuff in Nightfall really fresh and compelling. I won't be able to buy it when it comes out in a few days, but I'll be picking it up in a few months time. I love the new hero system they demoed in the preview weekend. With them, the game is virtually single player with very easily accessable multiplayer, rather than multiplayer with awful singleplayer options.

I used to GvG with my guild a fair bit, but I'm not able to commit enough time to compete at the level that the other members want, so I've had to give that up.
I enjoyed Factions and I think you'll like it if Nightfall's theme really puts you off. I expect that the PvE outposts will be a little quiet though. And as with Prophecies, the cutscenes are godawful. I mean really, really embaressing. XD
integral (2006-10-24)
"The medieval and feudal Japanese themes of Prophecies and Factions have been overused in so many other games "
I'd say, yeah on medieval but cant anyway see as fresh the pseudo-egyptian related themes, expecially after big franchises such UnrealT


"I enjoyed Factions and I think you'll like it if Nightfall's theme really puts you off. I expect that the PvE outposts will be a little quiet though.
+
And as with Prophecies, the cutscenes are godawful. I mean really, really embaressing. XD"

hah yeah same idea

Demo
Dj

Dj (2006-10-31)
Hey Mark, is there any way you could set up a demo of TSE2 for people like me who are urging to play it.
Mark Pay (2006-11-07)
I am really torn on the issue. On the one hand I am very happy that people want to play the game and I am eager to let people try out what I believe is a good improvement on the original system.
On the other, I really don't like putting out stuff that does not have the final level of polish that will undoubtedly be put on once I have finished creating and inserting all of the content. A single level or two would also not work as well without the proper context of the rest of the game. And I don't want to get people excited now when the finished game is still probably over a year away.

At the moment, the latter concerns are winning out, especially since the game is on something of a slow burn right now. ( but I am still working on it )
My current plans are to hold off on the demo for a while longer, sorry. :(

I desire the soundtrack. Very badly.
Zmann

Zmann (2006-11-02)
I simply love the soundtrack for this game. It's got a very distinctive style. And I love it.

I was wondering if there was any way of me possibly aquiring the soundtrack of this game. I would even be willing to pay, given a reasonable price (and I guess me finding enough money to scrap up (I'm a poor college student :( )).

Any help is greatly (!) appreciated.
Jimbob (2006-11-03)
It must be your lucky day:
http://tse.syntesis.org/cd.php
Zmann (2006-11-04)
Yay, bought ^_^
Mark Pay (2006-11-07)
Yes, the soundtrack is awesome. ^_^ I am very thankful to Josh for it. Thanks for buying a copy!
cruz-tse (2007-03-01)
"It must be your lucky day:
http://tse.syntesis.org/cd.php"


:shock: *goes to shops* *looks* :cry: :cry: :cry: not there *cries more*

ioh well....... time to find a recording program that DOESNT stuff up the games -.-
TwiTerror (2007-03-22)
You'll have more luck looking here:
http://josh.syntesis.org/albums/3
devastator-tse (2007-10-17)
I wish the music could be in MID Format. : :|

Or yes that money become
HamoVatui

HamoVatui (2006-11-09)
O Nice talkins I love here in "General Chat" of www.thespiritengine.com
MY prroblrm is how to make alot of money in that strange live :)


-------------------------------------
| credit card consolidation | eliminate credit card debt |
| apply for a credit card | credit card fraud |
integral (2006-11-13)
lol, wishful spambot galore.
Mark Pay (2006-11-13)
Ewww, how are they still getting in here? They're like ants. I'm wondering whether these are actually people being paid to spam. Surely a bot would have its message properly spelt? :?
integral (2006-11-13)
thats 2 add some hunman touch adn realism.

^_^
Alonso

Alonso (2006-11-15)
I can definitely say that you just don't stop amazing me with your graphical talent. Although I've also been witness of your extremely organized code (and innovative--for me at least X)), I'm very impressed after seeing the screenshots. The beta I played a while back ran extremely slow on my laptop (since it's compaq, I'm rather surprised it actually ran), but even back then, when the enemies were angry boxes, it looked good!
My sincere congratulations!
Jimbob (2006-11-15)
Hey Alonso.
Have you got any more projects (be it music/film/game) to update your site with? I keep seeing that Ochre Hotel game and thinking you've restarted it or something, then getting really disappointed when I realise it was there before :P
Mark Pay (2006-11-16)
Hey Al! It's great to see you. Argh, this remind me why it sucks so much that we don't have forums at natomic.com any more. :( :( I'm not even on MSN or anything at the moment, no net at home. ( This is actually a good thing, productivity ++ )

Thanks for your kind words. I'm hoping the demo that I gave out was the one where I had DirectX turned on for Vsync ( DirectX mode in MMF 1.5 is awful and is now turned off in TSE-2, restoring a good frame rate. )
How are you doing? I have to echo Jimbob's interest in your current projects. What are you working on at the moment? How is life treating you? Is Continent One still in the works? Tell us all. :D
Alonso (2006-11-16)
Heh! Thanks for your interest, guys =).

Continent One was given to Gamesare to finish, mostly. I'll be helping with small things, but believe me when I say it was too big a project for myself. I seriously had over 3 pages, word pages, of FEATURES that I had already planned on adding eventually. I never realized the list got that long until like 3 months ago. By the way, when I mean features, I mean 1/2 line(s) per feature... Plus there were the elements of Mel?e, Magic, items, et c?tera that I just couldn't see myself coding in less than 6 years X).

The Ocher Coast Hotel was a nice little game I wanted to do, but for your surprise, it got huge... so I'm not working on it anymore. Mark, you ought to give me some classes! Haha.

Concerning your friend's life, I'm developing several film projects--I'm working on my sixth and fifth films, and I'm directing and writing TV series at the moment. They all have very interesting concepts, which makes it a pleasure for me to write, direct and edit. I'm also working as a model and as an actor (which is basically like prostitution, without the sex part--I mean, it's easy money).

How are you guys? I've seen you've made a vast improvement on Klik-me, Jimbob =) I like it! ^_^
Mark Pay (2006-11-17)
Ahhh. Sad to hear about Continent One ( hope it still gets finished ) and Ocher Coast Hotel, but very happy to hear that everything else is going well. Sounds like you're having a pretty good time! :D Is the film work commercial or hobby? Either way - wow! - you'll have to show us what you're working on. Modelling and acting sounds interesting too - I'm guessing that it's not as glamorous as it's made out to be on the TV - how are you finding it? Does it pay well?

I'm doing fairly well here. I like my new job, the people here are nice and I'm getting to do some interesting work. I'm also finding the time to keep working on TSE-2 in the evening and at the weekends, so all in all I am pretty content at the moment. ^_^

Calling all Coders & Graphics Peeps
specialmove

specialmove (2006-11-15)
Hello all :)

I work with Specialmove a specialist recruitment consultant for the games industry. I found Mark Pay's work on the web and helped him secure his new role in Sunny Ireland. Hopefully he can vouch for me and won't mind me posting :shock:

If there are any Java Programmers we would be delighted to talk with you about some opportunities which would pay you for not only programming but creating your own games ! The role is based in the UK....

The client is looking for people like yourselves who love games and love creating games. We also have plenty of other vacancies for artists and programmers covering all specialities.

If interested (or you can recommend anyone suitable) please PM me for more details

Matthew Hill
Specialmove

matthew@specialmove.com
Mark Pay (2006-11-16)
Hi Matthew! Nice to see you in here. :D

From my experience with them, I would recommend Specialmove if you're interested in the games industry ( How wide a geographical area do you guys cover? )
Matthew was really supportive throughout the application process and I owe him a great deal for digging up my CV and dealing with my application for my current job. A lot of recruiting agencies will fling anyone at positions in the hope that someone sticks, offering little to no assistance so this was a really pleasant surprise, with a happy ending too. ^_^

Thanks Matthew, all the best.
specialmove (2006-11-16)
Hi Mark :)

Thanks for the kind words - delighted everything is going well for you in Ireland. No doubt you are a fully fledged Guinness convert now ??

We have positions predominantly in the UK, but also have positions in USA, Australia and of course Ireland ;)

The Minigames positions would be great for people in your network....

Matt

Mr Nobody's First Game
Mr Nobody

Mr Nobody (2006-11-16)
I have started creating a game that is called "Elraven". I was inspired by Amanda Fae's, "Ahriman's Prophecy" and "Aveyond" and decided to start making a game myself. I am making it on RPG Maker XP since it is easy to use. I will probably finish it next year. I hav the whole school holidays! :D
Mark Pay (2006-11-16)
Nice! Good luck with the project. Try and keep things small to start off with, else you'll end up with something like TSE-2 that looks like it'll take 4 years part-time to finish. ;)

Do you have any other information about your plans for it? What sort of stuff did you like in the two games that you mentioned which you hope to recreate? What didn't you like it them that you hope to fix?

Let us know how you get on!
Mr Nobody (2006-11-17)
Overall, there was nothing wrong with them. I liked the hours of game play. I highly recommend anyone who likes RPGs to give it a go. Just go to [url]http://www.amaranthia.com/ and get them. There was nothing really wrong with them. I loved the story line. I hope my storyline will be as great.

Mr Nobody's Skills Guide - have your say
Mr Nobody

Mr Nobody (2006-11-16)
I know you all have criticisms about my guide so tell them to me. I am updating the skills guide heavily. It is like starting from scratch. It will probably be finished early next year.
DarkEmperor (2006-11-25)
Hi, MrNobody.

Could you put in recharging into your guide?
That would be a big help for people who are just starting.
Mr Nobody (2006-11-29)
Recharging is definitely being done.
ROD (2006-11-30)
I just started a game testing your favourite Power Shot.
Let?s see if it really works better than sharpshoot!! :wink:
Mr Nobody (2006-12-06)
If the power shot hits at least two people, it is far better than sharpshoot. But when battling one enemy, and especially when it is a Large one eg. the Final Boss, sharpshoot is much more effective.
I would use powershot in the first half of the game and after djan (the person who removes skill points), i would change to something more effective like magic bullet, dynamite or sharpshoot.
chaos-tse (2007-01-17)
It does not make sense to calculate theoretical damage without factoring critical aspects such as damage bonuses/penalties (e.g. for large enemies), shields, and mana. Powershot, for example, while being a decent alternative for the beginning of the game, is almost useless in the later worlds due to shielded enemies (true also for dynamite, speedfire etc. for the same reason). Also, any ?fast? attack uses up mana more quickly and is therefore a lot less potent in medium/long battles than what you have calculated.

Moreover, you cannot only consider the skills in isolation since choosing one skill with a certain character often prevents you from choosing another skill with the character that is best suited for it.

The ultimate test of what skills work best is how fast they allow you to finish the game. With some optimizations of the strategy in my walkthrough (Peter - Sharpshoot, Zepher - Party Heal, Matthieu - HotG), I?ve managed to finish the game in 1 hour and 47 minutes:

World 1: 21 min

World 2: 22 min

World 3: 21 min

World 4: 27 min

World 5: 16 min

If you find a more efficient combination of skills, let me know.
Mr Nobody (2007-02-15)
I agree that would be the best combination. My first guide was horrible! I'll finish the new one soon. Sorry, I have school work!
TwiTerror (2007-02-16)
You should do a speedrun of the game!
You know, where they record a game in the fastest time possible. Then post it on youtube or something, that'd be cool. :>
chaos-tse (2007-02-19)
I did just that recently. The run turned out quite nicely. Hoping to have it hosted on freewareruns.com. Here's a link to the thread (and the movie files).

http://freewareruns.com/phpBB2/viewtopic.php?t=37
Mr Nobody (2007-04-13)
Can we all stay on topic? Anyway, version 2 of my skills guide is going to be available tomorrow. It is based on a program I've written. It is more accurate than the first one. I hope you will enjoy it. I'll be adding attack bonuses in a later version. I'll be updating the program along with the guide.
devastator-tse (2007-10-11)
Where is it? is it done? or is it hard to find?

Tza Tze help
mordalles

mordalles (2006-11-17)
hello.

firstly, this is one awesome game! thanks for making such a great game, mark!

i'm rather stuck at the moment. i can't beat tza tze. the best i'm doing is getting his health down to around 2500hp. :oops: my characters are already level 42, and it seems i don't get anymore experience so can't level up anymore. and i'm not fairing any better in the pocket dimension.
i'm playing with peter, samual and pippa. so, 2 hunters and a mage. peter specializes in speedfire and magic bullet, samuel in sharpshoot and pippa in chain magic, kinetic smash and a bit of both shields.
is there anyway to beat him? any advice? please help. :o
alspal (2006-11-17)
wow, thats really strange, I had the exact same setup as you when I beat Tza except I had Pippa using raindbow thingo and chainmagic.
Mark Pay (2006-11-17)
Hi there! Glad to hear that you're enjoying the game.

The two early C4 tasks cause trouble for a lot of people I think. Because they can be done in different orders, I decided to make some of the enemy stats dependant on party level. I may have overweighted this factor, to the point where the tasks may be easier at a lower level than a higher level.

Tza Tze changes his immunity and inreases his armour in response to the damage types that you hit him with. It's best to use single hit attacks and change the type.

I've not played my own game for about 3 years now. :( Hopefully someone else can give you better advice.
mordalles (2006-11-17)
thanks, mark. :D i've tried all sorts of different things, and the best so far has been to keep shield up with the mage, and attacking with the 2 hunters, either magic bullet or speedfire/sharpshoot depending on what shield he has up. but eventually i can't hold out, those bubbles from above are too much. :lol:

oh, yeah, the saving is expensive! :lol: and now that i can't get any money (and experience) anymore in the world, i won't be able to save! haha.

what is the strongest possible party to play with? i guess 1 of each, a hunter, priest and mage.
and what skills should i specialize in to be the strongest? i want to give the game another go. because it is so much fun! :D
ROD (2006-11-18)
When you choose the characters at the beginning there?s a "toggle details"-button where you get information which skills work best for each character.
I believe that every combination is possible (my favourite was 3 mages), to me it seems that having a powerful healer (priest) helps a lot, also trying to get a lot of healing items.
mordalles (2006-11-20)
thanks, i restarted with a different party, and am now past Tza Tze. :D
ROD (2006-11-21)
That was quick! Already finished? Which party did you choose?
mordalles (2006-11-23)
nope, not finished yet. im now in the world 5, at clarke tower lobby. i can't beat those guys with the shields and guns. it's so hard! :cry: :lol:
any tips? i'm level 48, but leveling up any more will mean i will lose too much money since its 220gold to save each time, and i can only beat the first enemy group. (so i have to fight 1st fight, save, quit, load, fight again, etc. if i want to level up.)

i chose eisfford (cant remember spelling), zepher and peter. :D :x
ROD (2006-11-23)
(so i have to fight 1st fight, save, quit, load, fight again, etc. if i want to level up.)

I had to do that too on my first try...Those Big Guns are most dangerous but don?t have a lot of health.
The Shield guys are immune to sharpshoot. So maybe:

Peter: Magic bullet
Eissford: lightning or chain magic
Zepher: healing

and as soon as a big gun guy is in front interrupt immediately and switch to sharpshoot/kinetic smash for Peter/Eissford

I remember that I interrupted very often during these fights and did sweat a lot.
Oh, and if you succeed...maybe its a good idea to sneak back to save the game before leaving the area... :wink:
mordalles (2006-11-23)
thanks, rod, i'll try your advice. :D
DarkEmperor (2006-11-25)
I found that Clemetas, Edward and Eissford was the best party. When I finished (Lvl 50) I had most upgrades on Hand of the Gods, Dynamite and Kinetic Shield, respectively.
I found that I had to save, quit and load as well.
mordalles (2006-11-25)
yes. i made it past the chopper and am now on floor 90. :D
i made it on the 3rd try, i am now level 51.

at the moment my highest upgrades are hand of the gods, kinetic smash/chain magic (22) and sharpshoot. with quite a few points in health, party heal, kinetic/magic shield and rifle attack.
ROD (2006-11-26)
Great!
How did you do the Lobby? Didn?t you spend any points in Mana?
mordalles (2006-11-27)
nope, i haven't placed a single point in mana. 8)
the lobby took quite a while. just kept on switching between magic bullet (level 0) and sharpshoot (lev 22+ cant remember), party heal and for mage kinetic smash and chain magic (both around lev 22).
it took a quite a few tries. i died many times.

now im completely stuck on floor 90. i keep on being killed by the 1st group of monsters, made it past them twice, only to be destroyed by the second group of monsters. i don't think i can make it further. i really want to finish it, but it seems almost impossible. :cry and the money i get for winning a fight is around 100gold, and saving is 340gold, meaning i can't save after i beat the 1st group of monsters/guards, meaning i can't level up. :cry: what to do?
is there a way to stop the monsters from swiching places? that will make the difference.

the boss guide says the grandfather is the toughest fight. i disagree. the groups of monsters/guards are much tougher.
ROD (2006-11-27)
Hang on! That is one of the hardest fights for sure because they have so powerful weapons and armour (the machine is hardly vulnerable and the shield guy only with magical weapons)! But there are several stradegies you can try. And on floor 90 you can be especially lucky with this strange machine from above (well, it can also destroy you if you?re not aware). If somebody is down, bring him/her under the descending machine! or imagine that big gun guy is almost finished in he front line and nobody has mana left to kill him before he hides again-the machine will turn your health to mana if you?re low with that which might save you some important seconds.

My first try would be:
Zepher healing all the time
Peter sharpshooting Big Machine and Big Gun Guy, Recharge or recover when shield guy is in front
Eissford chain magic against shield guy maybe against the other guy but not against the big machine (has also a magic shield)
You don?t have a lot of mana so maybe not wasting any of it is the key!
Are the game options set to "slower battles"?
What Items do you have?

When I played TSE the first time I got stuck somewhere in every world so I got used to that. I didn?t mind anyway since I had more time to enjoy the music and the artwork details


:D
mordalles (2006-11-28)
thanks, rod, i'll defintely give it another go. i don't like quitting. though, this is one of the hardest games i've played. (suikoden 1+2 and diablo 2 are my favourite 3 games, and this game has a lot of the same elements) :lol: i'll try different strategies, especially the ones you mention.

my equipment: i think i have 2 healing amulets and a mana regeneration one (on mage). i have mist-wisened greatcoat on zepher and peter, and arcane granite robes on eissford. peter has orwell's rigsnapper (21 base)
and zepher has crafted golden rifle (17). i also have that leave talisman that puts roots on enemy in my inventory. :D
i play with the slower battles. :D
ROD (2006-11-30)
Investing skillpoints in Mana has two advantages:
Your Mana pool ist your "armour" against magical attacks and, sometimes more important, of course you?re fighting faster if you don?t have to recharge Mana after every strike.
In the 2nd fight on Floor 90 you don?t need magic protection, but you definitely need to bring one of the enemies down asap which is hard if you?re rather low on mana already in the beginning.
If everything fails, you might restart from an earlier savegame and use all the skillpoints you get from Fentan in the lobby on your mana pools (I would advise at least 6 for each)

Maybe I try the games you mentioned, I never played them yet...I don?t have much time for playing :(
I liked Baldurs Gate, but my favourite game is Gothic 1+2
mordalles (2006-12-01)
hehe, yeah, i love baldur's gate.

i didn't know about mana reducing magical damage.

could somebody please tell me the best possible party, with the best possible skillpoints selection to finish the game? :shock:
i really want to finish the game, but don't want to reach the final stage again and find out i can't beat the normal enemies! :lol: i wanna give it one more go.
ROD (2006-12-01)
Check out the walkthrough posted here!
It suggests Peter/Zepher/Matthieu. Should work well!

Since theres so many different enemies its hard to sa which is strongest party!! (thats what I like about the game)

I found also a strong pary:

Clemetas (Silver Bullet/HotG)
Edward (Dynamite/Sharpshoot)
Samuel (Recover!! becomes a living shield)
Mana for everyone from time to time by world4 at least 6 each
mordalles (2006-12-01)
thanks, ROD. i'm going to try the peter/zepher/matthieu route! the guy says it's possible to finish the game without dying once with them! i'll probably die quite a few times, but hopefully i'll be able to make it!
ROD (2006-12-01)
It?s less fun if you never die! :D
mordalles (2006-12-02)
I finished the game! hooray!
i died only twice (or three times) with the party.
it's so much fun when your characters are overpowering everyone!

awesome game. my 2nd favourite freeware game thus far.
(cave story is my favourite)

Opps I leaked. Music. Hah. What a nice thing to leak.
TwiTerror

TwiTerror (2006-11-18)
So, Mark doesn't really have me under an NDA, so because you're not getting a demo anytime soon, you can have music to listen to.

If you like music, anyway.

[url]http://josh.syntesis.org/files/33

Enjoy.
ROD (2006-11-18)
Each of you seem to be very good at what you?re doing anyway(I?m no expert at all), but the combination seems to add some higher magic that turned me into a TSE-addict.
I just listened to it while watching the TSE2 Screenshots-and the magic was back again...YES!! I?m looking veryveryvery forward (but take your time, I can wait)
Thank you for the `bonbon`
Mark Pay (2006-11-20)
Rawr! Send in the lawyers! :o



No, not really. :) Thanks for posting this Josh - is it a medley? I'll check it out once I get home.
Glad you like it ROD.
TwiTerror (2006-11-21)
It's just a collage, of sorts.
Lelle (2006-11-23)
That's really sweet! I love the way it gives some kind of feeling from the old game. Lovely.
When ever you can, make another one. ^^

Btw, hi mark. Lelle from natomic if you remember :wink:
TwiTerror (2007-08-06)
Since my site's been down, here is some more music. This is actually a full length track. It's much different then most of the soundtrack, however, so don't make expectations.

http://www.traxinspace.com/song/36390
Mark Pay (2007-08-06)
Squeeee. ^_^
Cool beans Josh! I was working on this level today as well. This is a pretty serious and shockingly comprehensive upgrade of the original mod track. :o It's interesting to play them back to back and hear the differences in the richness and variety of sound. I love it! :D


Edit - PS how are things going with the site and the new hosting?
ROD (2007-08-06)
"... It's much different then most of the soundtrack, however, so don't make expectations.

http://www.traxinspace.com/song/36390"


Great! Funny, how it still sounds like TSE to me...
TwiTerror (2007-08-07)
Hey!
The website is going fine. Aka, I haven't touched it (;
But I do get my email back there, which is nice. I'm thinking about redesigning my entire site, but I'd rather not do that until I really get a chance.

I'm thinking, especially since I'm more busy than ever, that I'd make some sort of site with a collection of music that can be bought/licensed, and then I would add songs at my own pace. And then, if people wanted custom music, they could do that too.

That's what casual game developers need, I think. And since I've been busier than ever, it makes more sense.

As for the music, yes, I guess TSE will always be TSE (; If you keep your ears open you'll hear some old favorites in the new stuff. I hesitate to say, but release is drawing nearer and nearer each day. (Come on, I started the soundtrack in, what, 2003? hah)

Beautiful GFX
Sir Palamides

Sir Palamides (2006-11-18)
So, first of all, Hi!

I played TSE about three times, and I love that game, I always have to say that it is the best Freeware game I've ever played...

But I always wonder, how do you make this beautiful graphics and animations, do you paint it first by hand and put in the colors on your PC or how do you make it?
My fav anim is, when the Grundlekrunk rises, it's awesome!

sry when my english is bad, I'm from Switzerland
Mark Pay (2006-11-20)
Hi there Sir Palamides. :D

That's very kind of you to say so ( you're making me blush ;) ) The graphics for TSE-1 were done almost entirely in the sprite editor for The Games Factory ( [url]http://www.clickteam.com ). I think that they look pretty crappy now, but I'm always very flattered when people say that they still like them.

The graphics for TSE-2 are being done in Graphics Gale ( [url]http://www.humanbalance.net/gale/us/ ), sometimes using scanned line art and sometimes with added effects from Photoshop and Painter.
Sir Palamides (2006-11-20)
thanx for your reply Mark,
the sprites are one of the best things in the game, and they don't look crappy I really like that style, so keep going on like this! the graphics of TSE2 look even better, so I CAN'T WAIT FOR THE RELEASE OF TSE2!!!
good work

How do I play Spirit Engine in Full Screen?
ryuken3k

ryuken3k (2006-11-24)
The Window is too small and I can't read the text. When I go to options and click "window maximized" the game screen remains the same size, so how can I maximize the game screen?
mordalles (2006-11-24)
press alt+enter and the game should go fullscreen.

Sidequest List?
Davzz

Davzz (2006-11-25)
I'm replaying this game after a long long hiatus.

Anyway, I'm trying to get a listing of sidequests and character-specific events (well, only those with rewards).

World 1
Mr Grimes Briefcase: This one is pretty obvious. You probably don't even have to try to complete this one.

Matthieu (Skill): By talking to some quarreling villagers to get some HoTG points.

World 2:
Favored Drapes: From where you start, head right and pay the man 90 gold. When the reach the next town, one of the villagers will give you this item.

Clementas (Fight): He gets to fight a boss that gives him Holy Bolt and Silver Bullet skill points as a reward.

World 3:
Zepher: In the last "town area", talk to the doctor/priest to get some skill points in Party Heal for Zepher

Amulet/Armor: At one point you have to do an errand for the miltary to progress.

I believe you get the Translucent Amulet of the Heavens if you do the bridge quest first, then the rescue quest, and you get the Carven Oaken Armor if you do it the other way round from the leader.

World 4:
Samuel (Fight): You get to fight a one on one fight with some guy, it's really slow and painful and once you're done, you get some skill points IIRC.

Paladin Golden Fleece (and possibly something else): Okay, this is the one I need help with, I recall you being able to get the Paladin Golden Fleece, which is a very very good armor from Tza Tze, but I can't figure out the conditions to do it, I think it has something to do with doing the quests in a certain order... and there's probably an item from Aegin as well.

World 5:
Peter's Crafted Golden Rifle: Just go left a bit from the start and talk to the Butler.

Probably missing some, so give me some help if you have gotten any of the quests recently.
ROD (2006-11-26)
"
Paladin Golden Fleece (and possibly something else): Okay, this is the one I need help with, I recall you being able to get the Paladin Golden Fleece, which is a very very good armor from Tza Tze, but I can't figure out the conditions to do it, I think it has something to do with doing the quests in a certain order... and there's probably an item from Aegin as well. "


You need Tza Tze OR Aegin Quest to rise the bridge to Granael.
If you begin with Aegin: Tza Tze gives you the Fleece as reward, the other way you get a Speed Tunic (Armor) from Aegin (the fleece seems to be more useful, being a strong Armor AND giving back health in battle)
ROD (2006-11-26)
Clara gets a Skeleton Talisman of Life Drain in 2nd Town of World 2 (from a blonde Guy)
Pippa gets a Rainbow Talisman in World 4 (Magi Retreat)

But I think you get those automatically

If I remember right: Eissford gets some extra skillpoints in the library (End of World 4)that are easy to miss (she can read more books there than Samuel and Matthieu)

Edward can improve his Dynamite skills a lot by talking to the Pyromaniac in the Hepplepeck(?) Village in World 3. But I think he wants money, maybe 200 gold?
Mark Pay (2006-11-27)
Wow, I'd forgotten that I had put half of these in. Thanks for reminding me about them. There's more character specific content in TSE-2, but few stat or item bonuses from them at the moment - I ought to add some.

I may sticky this post for reference too, if it's ok.
Davzz (2006-11-28)
Sure, go ahead and do that.
fell (2008-02-15)
so... pippa, peter and clara dont get skill points boost at any moment?
fell (2008-02-15)
clemetas also get 1 health point from fihting "the abomination" which is pretty easy boss
Berneye (2009-07-23)
""
Paladin Golden Fleece (and possibly something else): Okay, this is the one I need help with, I recall you being able to get the Paladin Golden Fleece, which is a very very good armor from Tza Tze, but I can't figure out the conditions to do it, I think it has something to do with doing the quests in a certain order... and there's probably an item from Aegin as well. "


You need Tza Tze OR Aegin Quest to rise the bridge to Granael.
If you begin with Aegin: Tza Tze gives you the Fleece as reward, the other way you get a Speed Tunic (Armor) from Aegin (the fleece seems to be more useful, being a strong Armor AND giving back health in battle)"


Hi guys... this is my first message.
I have to thank you Mark for doing this game, I really love it, and I'm supporting your work on facebook.

So... this is my problem.
I finished TSE several times with a lot of character combinations... the only thing i'm never been able to achieve is the The Paladin's Golden Flece Jacket... I really can't realise where I'm wrong...

I've tried to first get the gem in Elan's Tomb, challenging Tza Tze, beating Granael end than return to the Veroonai Enclave (all to avoid the annoying beetles that appear when you kill the worm rising only one of the two bridges), but i simply couldn't talk to Tza Tze again to get the armour... so i retried doing this path Saline=>Mana Tidebreak=>Veroonai Enclave=>Granael=>Shifting Sands (with the hated beetles) and than back to Tza Tze... but, once again, i did not have my reward...

I can't understand... perhaps he will give me the armor later in the game or i'm doing something wrong?

Thank you and sorry for my bad english...
ROD (2009-07-23)
"""
Paladin Golden Fleece (and possibly something else): Okay, this is the one I need help with, I recall you being able to get the Paladin Golden Fleece, which is a very very good armor from Tza Tze, but I can't figure out the conditions to do it, I think it has something to do with doing the quests in a certain order... and there's probably an item from Aegin as well. "


You need Tza Tze OR Aegin Quest to rise the bridge to Granael.
If you begin with Aegin: Tza Tze gives you the Fleece as reward, the other way you get a Speed Tunic (Armor) from Aegin (the fleece seems to be more useful, being a strong Armor AND giving back health in battle)"


Hi guys... this is my first message.
I have to thank you Mark for doing this game, I really love it, and I'm supporting your work on facebook.

So... this is my problem.
I finished TSE several times with a lot of character combinations... the only thing i'm never been able to achieve is the The Paladin's Golden Flece Jacket... I really can't realise where I'm wrong...

I've tried to first get the gem in Elan's Tomb, challenging Tza Tze, beating Granael end than return to the Veroonai Enclave (all to avoid the annoying beetles that appear when you kill the worm rising only one of the two bridges), but i simply couldn't talk to Tza Tze again to get the armour... so i retried doing this path Saline=>Mana Tidebreak=>Veroonai Enclave=>Granael=>Shifting Sands (with the hated beetles) and than back to Tza Tze... but, once again, i did not have my reward...

I can't understand... perhaps he will give me the armor later in the game or i'm doing something wrong?

Thank you and sorry for my bad english..."


Welcome! :-)

If you go to Tza Tze before the Granael bridge is raised, he´ll raise the bridge for you (after fighting him) - then there´s NO WAY to get the Fleece

First visit Aegin Warstick (Magi Retreat): he raises the bridge to granael as a reward for a quest

After that you can still challenge Tza Tze and he´ll raise not the bridge (since it´s already done but give you the Fleece). To avoid Beetles: go through all desert areas before fighting Granael so you can sneak through them after beating Granael.
Mark Pay (2009-07-25)
Hi Berneye! Thanks for posting.
ROD is correct, you can only have one of the two items, depending on which quest you complete first.
devastator-tse (2022-02-25)
Clara: Acquires Skeletal Talisman of Life Drain in Hamlet, World 2.
Peter: Acquires Crafted Golden Rifle in Clarke's Tower Lobby, World 5.
Clementas: Extra (optional) boss fight against The Abombination in The Abombination's Lair, World 2. Grants +1 to Health, Holy Bolt & Silver Bullet.
Pippa: Acquires Blurred Talisman of the Spectrum in The Magi Retreat, World 4.
Edward: Gains +3 to Dynamite (costs 200 gold and requires at least 2 skill points in Dynamite) in The Hepplekeck Village, World 3.
Zepher: Acquires +2 to Party Heal AND +1 to Mana in Robert's Happy Hideout, World 3.
Eisfford: Gains an extra skill point in The Arcane History Branch, World 4.
Samuel: Extra (very tricky to skip) 1-on-1 fight against Mad Dog Davis in Saline, World 4. Grants +3 to Health.
Matthieu: Grants +3 to Mana (if you say NO) OR +2 to HotG (if you say YES) in Giant's Toe, World 1.

Favoured Drapes: Bring the Spider Silk that costs 90g from Serinet Bastion to Hamlet in World 2.
Carved Oaken Armour: Complete The Leafy Underbrush first then Kaikin Gorge second, World 3.
Translucent Amulet of the Heavens: Complete Kaikin Gorge first then The Leafy Underbrush second, World 3
Paladin's Golden Fleece Jacket: Defeat Pocket Dimension first, then Granael, then Tza Tze in that specific order in World 4.
Silvered Robes of Speed: Defeat Tza Tze first, then Granael, then the Pocket Dimension in that specific order in World 4.

Finished the game with three magi!
Mr Nobody

Mr Nobody (2006-12-06)
having three magi is probably the hardest to finish the game. Has anyone else done it. Can you guess how i did it. And if you have done it can you tell me how you did it?
Davzz (2006-12-09)
Single-class challenges have all been done on the old forums, and yes, 3 mages would be the hardest.

As for how it's done, I remember that Healing equipment and good usage of shields is the key. Eissford has Kinetic Smash, so she can cover Physical Damage so the only thing you're missing is a good Energy attack, which thankfully isn't really needed. (there isn't many good Energy attacks anyway)
ROD (2006-12-09)
I was trying to write a walkthrough for that. I wanted to find an easy stradegy that works without having to switch the attack chains too much.

My idea for that was:
The first "half" (until you reach heavena):
Clara: kinetic shield, Pippa: Rainbow, Eissford: Celestial Light. No points for mana/health.
Problem: The Mage on Giants Top (immune to magic),
where I let Clara do Rock Rain and Pippa Magic Shield. Only worked well with 1 skill point on Clara?s Rock Rain (and she has to stand in the middle most of the time, so that all 3 Rocks hit his shield).
Arachnid?s Grove was ok with the Speed Amulet on Pippa,
and Eissford changing to Chain Magic when a Gargoyle is in front (Energy immune).

The second half: After reset in heavena:
6 Mana for each (that?s from the speed walkthrough guide, I approve), no points for health
Clara: Kinetic Shield everything
Eissford 4 Points to Lightning, All the Rest from now on to Smash.
Pippa: Rainbow

It worked suprisingly well, especially the last World (I finished the final battle without Tza Tze), but you need the right items (especially healing) and some fights need different stradegies.

Perhaps you can let Eissford do the Kinetic Shield and let Clara do Life Drain and Smash. Life Drain is my favourite, but there?s so many undead creatures in this game.

How did you do it, Mr Nobody?
Mr Nobody (2006-12-11)
In the first bit of the game before Djan:
Clara: Rock rain
Pippa: Magic Shield
Eisfford: Kinetic Shield

Next bit of the game:
Clara: Life Drain
Pippa: Magic Shield
Eisfford: Kinetic Shield

With the extra skill points:
Clara: Health
Pippa: Kinetic Smash
Eisfford: Mana

With the final boss, Pippa built up on magic shield in the first stage while clara helped eisfford with kinetic shield. When the CPU was free to attack, Pippa does kinetic smash.

In the second stage, clara dies from those missiles. And the missiles continue to hit her corpse. that way, the missiles will not damage the party. to destroy the c-bomb i used chain magic. And to attack the CPU, i used pippa's kinetic smash.

In the last stage, it was just easy. The magic shield will just block those blasts while pippa used kinetic smash and eisfford used celestial lightning. When the shield broke, Tza Tze will help and he will act as some sort of shield that does damage and can heal itself. That's how i won!
devastator-tse (2007-10-07)
Sounds Great, but how am I going to beat Gigliana :?:
Mr Nobody (2007-10-07)
gigliana was easy. just shield the attacks with kinetic shield.
devastator-tse (2007-10-17)
The ghosts can destroy the kinetic shield easliny in Elan's Tomb.

Anyway to win it?
:( :o :o :( :( :shock: :? :( :cry: :evil: :( :( :cry: :cry: :cry:
Mr Nobody (2007-10-17)
Yeah that one was hard. I had one using kinetic all the time. And one that alternated between magic and kinetic and one that kept on attacking and kinetic when needed.

What are the animations like?
Lelle

Lelle (2006-12-08)
Hey Mark. I was wondering how the animations in tse2 will be...
Amount of frames and such.

You couldn't by any chance upload some of the character and enemy animations here to show us? :)
Mark Pay (2006-12-10)
Hey Lelle, good to see you here. :D
I'd like to put some animation art up, but feeling tired atm. Yeah, too tired to even sort out and upload some files. x_x Sorry, I'll try and respond properly over Christmas, if not before.
Alonso (2006-12-19)
If I remember right, 6 frames for a walking cycle (years ago X)). This is one hard-working man!
Mark Pay (2006-12-19)
It's actually 4. Not such a hard working man. ;)

Animation is my least favourite part of sprite work, so it's been the first place that I've cut corners when tackling the colossal mass of art that TSE-2 has needed. I also can't afford to be sloppy with individual frames, since the pause function now freezes the game on-screen. It's the area which I am most concious is lacking in the game.
Alonso (2006-12-25)
How odd X)
Animating a sprite is the part I enjoy most, especially when I get to see the final results. What I very much hate to sprite are backgrounds, which is apparently what you'd opt to do first.
Post more screenshots!

Party Ideas
SchlockGamer

SchlockGamer (2006-12-13)
Idea for a good party: Zepher, Mattheiu, then any character 1. Set up Z and M to have a party heal and 2 party recharges. Than set up the attacker to do any attack you need as long as the whole sequence doesnt use 4 mana total(R Ex.-Dynamite,Magic Bullet, Speed Fire|M Ex.-Kinetic Shield,Life Drain,Rock Rain|P Ex.-HotG,Silver Bullet,Holy Bolt)Put the healers points into heal only, and
Rifleman-Rifle Attack until lvl 5, Magic bullet until lvl 10, than alternate between Dynamite and recover until dynamite is at 4, than dynamite and magic bullet till their both at 5, then put a few points into health and mana, and resume upgrading attacks
Mage-Chain Magic till lvl 5-Rock rain till 10, Life drain to 5, points into mana and health
Priest-Rifle attack till 5, Alt between SB and HB till 10, HotG to 5, Health and mana.

Some1 tell me how to improve this, I want to see other ppls ideas
Mr Nobody (2006-12-15)
The skills you are choosing are horrible! Zepher healing alone is already enough and I believe that Matthieu is best using HotG. If you are going to use Clara as your only attacker, please do not choose Life Drain as the final skill! it has no effect on the final boss. If you are going to use Peter, please use Sharpshoot. it's his best skill. If you are going to use clementas, use Silver bullet. I strong suggest you use Peter using Sharpshoot coupled with Matthieu using HotG. And spend all skill points on their main skills. with the extra points improve Peter's health, Matthieu's Mana and Zepher's Party Bless or Mana.
ROD (2006-12-15)
Mana is recharged automatically, but it takes some time. Imagine a battle is very hard, everyone of your party is low on Mana and almost dead and the Boss enemy also deadly injured but about to finish you. Then maybe it would be wise to spend Matthieus last Mana on Party recharge so that Peter/Clara could be quicker than the enemy,(rather than waiting for Matthieu recharging a second Mana for HotG). But apart from such a situation I never used Party recharge and did never think of investing skillpoints there.

Did anyone ever use skillpoints for Party recharge?
Davzz (2006-12-17)
Party Recharge always confused me. It's longer than the normal recharge and yet... you end up with the same net gain of mana. And to rub salt in the wounds, adding extra points doesn't make a significant difference. Imagine if it could be reduced to around half it's cooldown time through spending points, that would make it an awesome ability!

So far, the only use I have seen for Party Recharge is...

1) If all of your priest' attacks are useless because of immunities.

2) To fuel 2 mana spells before you get the creepy mystic mantle.

Still, I rather have my priest healing than use Party Recharge, wish it had been more useful but oh well.
ROD (2006-12-17)
I vote for Clemetas because silver bullet looks much cooler than sharpshoot (and of course there are a lot of undead creatures, I swear I heard him laughing like mad during the final fight)
Mr Nobody (2006-12-19)
Mana is very useful for resisting magic attacks. so there are two uses for it. And why waste skillpoints on party recharge? And sharpshoot looks way cooler than silver bullet. and there are also many (L) Large monsters.
Mark Pay (2006-12-19)
Party Recharge was one of those skills that seemed like a much better idea before it was implemented. At the moment yeah, as Davzz said it's only really useful if your priest can't be used for anything else and you want a lot of 2-mana firepower to get a quick KO with your other 2 characters.

It's really cool to see such detailed analysis of the combat system. :D I've tried hard to make the system in the sequel more well rounded and robust.

Silver Bullet was one of my favourite skill effects. Darn, I should probably replay my own game ( it's 3 years now o_O ), at least to see if there's any good stuff in there that I have forgotten to bring through to TSE-2. But it's painful and embaressing for me to look at now. :cry:
cruz-tse (2007-03-01)
"But it's painful and embaressing for me to look at now. :cry:"
:lol: :lol: :lol: :lol: :lol: EMBARRASSING?

whoa im embarrassed now ...... :oops:

i love tse1!
anora (2011-07-08)
I want to share a game with all of you....
This game is played by all the family member in parties. When all the family members and even different families gather in one place to celebrate the event. It is home made game which you can play with your kids and children within your home...You can search for that type of games and make fun with family.. I like that treasure hunt game very much. Which is easy to make at home and played by all the members...

questions about the story
ryuken3k

ryuken3k (2006-12-28)
1.Is Angelina from another universe?


2.How exactly would Angelina return to her home if her plan succeeded?


Responses will be greatly appreciated.
Davzz (2006-12-29)
1) Yes... another universe, planet, whatever. Doesn't she pretty much explain it just before the last boss fight?

2) I assume she'll rework the planet to progress very fast technogically and have access to space/dimension travel to get back to her home.
Mark Pay (2006-12-29)
1 - It's an alternate universe.

2 - I can't actually remember whether she was going to use the spirits as a power source to replicate the original experiment or actually wish herself back home.
I kinda wrote the story on the fly and it shows, I know. ^_^ Looking back on the game a few months after I released it, I really wished that I had planned it more in advance, and really played up the 'evil Dorothy in Oz' angle a bit more with the whole story and especially Angelina.

But then I probably wouldn't have gotten the game finished if I had sat around thinking about it too much at the start, so this was probably for the best. ;)

Running The Spirit Engine under wine (Gnu/Linux)
claudio

claudio (2007-01-13)
Hello,

I have written a patch for wine,
which enables running The Spirit Engine under
GNU/Linux (tested), and possibly FreeBSD and Solaris
on X86.

I wrote the instructions here

On a side note, anyone knows whether TSE runs
correctly on plain old Windows 95?
Mark Pay (2007-01-21)
Hi Claudio. Sorry I haven't responded to you sooner. Thanks for doing this, much appreciated. :D It's a shame that there are still some issues, like the crash bug, but it's still neat to have the game running on Linux.
I'm afraid I haven't heard whether or not the game runs on win95. It should, but I couldn't confirm it.
claudio (2007-01-23)
"
I'm afraid I haven't heard whether or not
the game runs on win95. It should, but I couldn't confirm it.
"


It would help a lot getting the patch into regular wine. In case someone out there has a chance to test this on such an old system, the issue is whether it is possible to save/load preferences and saved games in The Spirit Engine on Windows 95.

Cheers :)

Claudio
Batchy-tse (2007-02-03)
TSE works in win95. i don't have problems saving/loading preferences and games.
but the game runs without music and with lots of modfusion crashes.

the machine is a 120 Mhz Pentium with 32 Megs of RAM. lots of part are out of sync because the game is too slow. the grundelkrunk is invincible (taking shots but won't lose points)
Mark Pay (2007-02-03)
Thanks Batchy :D
120Mhz? Wow. :O I tried the game out on my old 200Mhz Pentium and it was pretty slow there.

You can find a version of the game with the old version of the Modfusion plugin removed here:

[url]http://www.thespiritengine.com/Files/TSEBuild0615musicstrip.exe

I'm afriad that I can't do much about the other bugs. Because of the mix of timed and loop based events, some of the stuff in the game gets very wierd if it is run on relatively old PCs. :(
Batchy-tse (2007-02-04)
that's the version i used. i first tried the normal version but it was slower, and it was impossible to get to homestead; modfusion would crash after the first or the second fight.
Mark Pay (2007-02-06)
Are you sure it was Modfusion causing the crashes in the music stripped version Batchy? It shouldn't even be in there, and there's certainly no code running it on any frames.
Batchy-tse (2007-02-10)
sorry if it was misunderstood. the stripped version did not crash, but it was buggy.
Mark Pay (2007-02-10)
Whoops, sorry. Thanks for the clarification.
TwiTerror (2007-02-11)
The good news is that the music engine for TSE2 is being completely redesigned and I'm going to more thoroughly bug-test it, so we should be crash-free in round 2 (;
claudio (2007-02-11)
"
Batchy-tse:

TSE works in win95. i don't have problems saving/loading preferences and games.
"


This information solves my problem, since I do not have access to a W95 or any other Windows box.
I have sent the patch to wine for inclusion, we'll see.

Thanks! :)

Claudio
Mr Nobody (2007-04-13)
I'll have a try at TSE using linux. Last time I tried without this patch, the game worked fine but there was no music or saving/loading. I'll see if this patch works on openSUSE 10.2
claudio (2007-04-13)
"I'll have a try at TSE using linux. Last time I tried without this patch, the game worked fine but there was no music or saving/loading. I'll see if this patch works on openSUSE 10.2"

Saving/loading is fixed by this patch, however music should
work with vanilla wine (works for me). I use the OSS wine driver, not the ALSA one (wineconf).

There is now a bug report open in the wine bug database:
[url]http://bugs.winehq.org/show_bug.cgi?id=8036.

You can report your results there.
Mr Nobody (2007-04-17)
The patch works. But it took almost 30 minutes to "make install" it. The first time a tried it, i didn't have all the necessary packages. So i did what this:
[url]http://en.opensuse.org/Wine#Repositories
told me to do. I tried again with all of the necessary packages required. And it worked! I installed TSE and the sound, loading/saving worked. Apart from one thing. the cursor image was broken. It's probably just my graphics driver's fault. Or the lack of it! (There's no 3d driver from VIA that is actually easy to install on opensuse 10.2).

I didn't like the process because I don't like installing all these packages that I don't need to use in the future. I like a "clean" system. And I don't like installing source packages. I like binary ones. RPMs. This procedure is way beyond the average user. Although what average user would use linux? I wish the binary version was patched! Now I'm going to reinstall opensuse to get it "clean" again.

Although it worked very well, it was a messy process. :D

Arachnid's Grove--- helllpp!!!
Raito-tse

Raito-tse (2007-01-19)
Uhm, that freaking monster keeps catching up with me. Should I continue building up my levels so I can end the battles faster? Or if not, any tips?

Edit: That's it. I give up. I've gone through this area more than 10 times and each time, I keep getting killed. And my party level is like Level 19 already. Oh, sod this.
Raito-tse (2007-01-20)
Ah well, I realised that I must've messed up party's spell lists pretty badly so I restarted the game. Now, I'm back in Serephit Bastion. This time, I'm gonna outrun you, you slimy monster!!! :twisted:
ROD (2007-01-20)
Who is in your Party and what skills did you develop?
Raito-tse (2007-01-20)
Edit: Just gained a few levels again.

Peter, Zepher and the Casa something gal.

Peter: Magic Bullet lvl 3, Sharpshoot lvl 4, Rifle Attack lvl 5, Speed Fire lvl 2, Dynamite Lvl 3, Lasso lvl 1.

Zepher: Party Bless lvl 2, Spook Summon lvl 4, Holy Bolt lvl 1, Party Recharge lvl 4, Hand of God lvl 2, Party Heal lvl 5, Rifle Attack lvl 1(Can't remember if this skill was already learnt when I chose this character)

Casa something: Celestial Lightning Lvl 5, Rainbow lvl 2, Life Drain lvl 1, Chain Magic lvl 4, Kinetic Shield Lvl 4, Magic Shield lvl 3

*sighs* I hope the characters are okay. If not, I'm not sure if I want to restart the game a fourth time.
chaos-tse (2007-01-20)
It's not advisable to assign your skill points to many different skills with the same character. You'll be much weaker that way. Follow the strategy in the walkthrough posted here and you will have no difficulties with this part of the game, or any other.
Raito-tse (2007-01-20)
"It's not advisable to assign your skill points to many different skills with the same character. You'll be much weaker that way. Follow the strategy in the walkthrough posted here and you will have no difficulties with this part of the game, or any other."Edit: In the end, I couldn't get away from this game. :p I'm addicted... ><;;

Yeah, I took a look at the skill guides and the walkthrough. I guess I'll concentrate most of my skillpoints on 1 skill and a few other points on another side skill instead of choosing 3 to 4. Like about 10 points on healing and the rest on HOTG or Spook Summon.

Damnit, I guess it's going to be a bit difficult to play with a mage, a priest and a gunman, eh? >>;;

btw, does anyone know what's the maximum level you can gain?
ROD (2007-01-21)
Highest skill level is 30.
You don?t have to start all over again- if you manage to finish World 2 - at beginning of world 3 you are able to reset your skillpoints (but only one time).

I would advise to develop only one defensive skill (Zephers Healing or Eissfords Shield).
Healing is more effective but the Shield looks better (I tink)....
Raito-tse (2007-01-23)
Well, it's too bad. I don't have any save games from the reset point. Anyways, I'm in the desert right now, trying to beat Grendael. I'm just hoping I can beat it before I tear apart the computer with a hammer. =P

Anyways, unable to inflict or absorb enough damage is one thing. The other thing is that it's getting frustratingly slow in accumulating credits: over 3 hours of battles and only 350 credits when I badly needed to upgrade my armour! Not even enough to save more than 1 to 2 save slots! The game must really hate me. :(

I really hope that in TSE2, you can reset your skill points at any place but for a price. At least, anyone who screws up in any point of the game can fix it.

Edit: This is it. I'm tired of trying to fix screwed up stats. Good riddance, TSE!
ROD (2007-01-24)
OH MAN, THAT?S SAD!!

Are you sure you tried all possible strategies for Granael?
In my first TSE-Experience I also chose the "wrong" skills and needed so many tries not only for the big enemies but it worked in the end, and that wouldn?t have been that great if it hadn?t been so damn hard :wink:

Did you notice Granael has only magical attacks, so any armour is of no use! The mana pool protects against magic, thats why that mana pool amulet is great for that fight and also any items that make damage.
Raito-tse (2007-01-24)
Well, I've tried the below tactics so far and no, I didn't realise that the armor doesn't protect my characters from magic attacks(damnit... lol):

a) Started destroying the gruntlings by using HOTG, Power shot and Rainbow. Then, I set Zephyr to keep healing mainly(while pummeling every now and then with HOTG). Meanwhile my mage keeps up a magic shield and takes a shot now and then with Rainbow(Man, I had to put points in life drain which takes too darn long to cast!). Well, my party died out before Granael's health dwindled below 700 to 1000.

b) Also tried this: use HOTG, powershot and rainbow for the minions. Then, started using priest to heal while rifleman keeps shooting and mage keeps blasting. Nope, didn't work either.

c) I managed to look up the old forum from archive.org ,so using some tips, I experimented equipping one of the characters with the mana pool talismen. I tried swapping the talisman around. And also killing the minions and then recharging for a while. It worked but I can never kill the beast even though it usually has like 50 to 100 health left!

There's probably at least 3 to 5 more strategies I've tried. I just don't remember.

I guess my greatest problems are the freaking magical attacks and limited mana. Also, I can't gain anymore xp from the monsters in the tomb and the desert, so levelling is out! I'm like level 42 anyways.
ROD (2007-01-24)
Hey, if you get it down to 100 HP you should be able to make it!
So you have the mana pool talisman - great! Do you also have the creepy mystic mantle, protection against normal/energy attacks is only 4 (that doesn?t count against granael anyway), but it turns damage into mana!
It would help a lot!

Keep Zephyr healing right from the beginning, HotG is expensive- better no pummeling!
The rest attacks!
edit: what are your skill scores and wahat items do you still have (favoured drapes are good here) e.g.)?
Raito-tse (2007-01-24)
Hah!!!! I haven't bought the creepy mantle but I should get it then! :lol: Thanks, dude. Just going to keep trying!! :p

Edit: I don't have the favoured drapes anymore. I'm starting to wish I knew how to edit the .ini files to do some "quick cheating". :p I kinda regret deleting it from the inventory.

Skills

Edward: Powershot(25)/Dynamite(3)/Magic Bullet(5)/Mana(8)/Rifle Attack(1)/Recover(1)/SpeedFire(1)
Zepher: HOTG(25)/Spook Summon(4)/Party Heal(8)/Mana(8)/Party Recharge(1)/Rifle Attack(1)
Eissford: Rainbow(27)Kinetic Smash(1)/Life Drain(4)/Mana(9)/Kinetic Shield(1)/Magic Shield(1)

Oh yeah, in another save slot, I had 1 free point from levelling. I wonder if I should've put that free point into Party Bless instead of Mana or Heal.

Items

Peter: Fullmetal jacket/Hunting Rifle/Emerald Talisman of blood
Zepher: Shotgun/fullmetal jacket/Pearl Talisman of heart
Eissford: Arcane granite robes/Opal Talisman of surging mana pool
Inventory items: Spider silk overcoat x 2/crystal talisman of trickling mana pool/emerald talisman of blood/Oaken armor

Bah, I got killed again. 3 times so far. This game is not fun anymore.
Mark Pay (2007-01-30)
Sorry the game ended up like that for you Raito. It annoys me too when games just get so hard towards the end that they stop being fun to play.

( It's of no use to you now but there are difficulty settings in TSE-2. )

Those battles in W4 turned out to be the worst bottleneck in the game. Basing monster stats on party level was not a good idea.
ROD (2007-01-30)
I?d say it should be easy beating Granael with Powershot/Healing/Rainbow but then...I guess I never had to fight Granael being on such a high Level...I wasn?t aware that some enemies obviously get a lot stronger :?
Mark Pay (2007-01-31)
Granael, Tza Tze and the Pocket Dimension creatures all have part of their health, armour and damage stats derived from the party level.
The idea ( with good intentions!) was that since the order you could do the three quests in was variable, they would adjust to try and provide a constant difficulty, rather than the first one you attempt being too hard / normal and the following ones being too easy because you've levelled up.

In reality, I think the party level contribution was too high, and I should have just used a 2/3 step arrangement for the stats, to allow for some amount of power levelling as a means to make them easier, rather than harder.
Also, difficulty levels and easier skill refunds. :roll:
ROD (2007-01-31)
"he idea ( with good intentions!) was that since the order you could do the three quests in was variable, they would adjust to try and provide a constant difficulty, rather than the first one you attempt being too hard / normal and the following ones being too easy because you've levelled up."

That idea is not wrong.

"to allow for some amount of power levelling as a means to make them easier, rather than harder. "

Would be a good solution.
So you have the challenge: can I win the next fight without levelling up? But you can be sure to be able to make it if you level up.
I remember when I first played I chose Clara, Pippa, Samuel (no Healer!) and chose "wrong" skills to develop (like Sam with sharpshoot) and it was hard but it worked in the end. So maybe you weren?t so far away from a perfect balance.
Raito-tse (2007-02-01)
Hah well... I'll try again but for now, I'm taking a break from the game.

Well, Granael had like 7k health when I took him on... (or was that 6k? I don't recall). I'll try and see if I have any save games from much earlier.

And actually, I wasn't trying to power level but rather, in many other games I've played, it's recommended to keep raising your levels by partaking in many battles. Otherwise, you wouldn't be able to land even a scratch on the boss.

Looks interesting
Raito-tse

Raito-tse (2007-01-22)
The teasers look interesting and cool, too!

Btw, I hope for all that is holy, that there will be more save spots. :p And a better balance of gameplay and story.
ROD (2007-01-22)
I?m looking forward to see those party melee-attacks in motion!
Will there also be the possibility to perform diving attacks like good old Crossbone?
Mark Pay (2007-01-23)
Hi guys. :D
I think that the save spots are probably slightly more numerous than in TSE-1. There's rarely less than one per level, they're free to use now and you can have as many save slots as you can make sub-directories for. The story is a massive improvement. In regards to its balance with gameplay, it may be quite similar to the first game, but there is a super fast-forward built into the cutscene system so that you can skip through the story stuff.

Having proper melee attacks in the game is really fun. ^_^ There are 4 in the game, two for the knight and two for the priest. Rotating party members also causes them to move properly and the exact positions of both party members and monsters is now used when attacks are resolved.
No diving sadly, only monsters get to have that much fun. ;)

I would like to get some video of the game in motion, especially now that places like Youtube provide such easy hosting. However, I am paranoid about installing any free software onto my PC. :(
Raito-tse (2007-01-23)
Hell, yeah... free software can be nasty! :( All that spyware! Maybe ya could borrow a digicam and record a movie. It'd be shaky but it's better than dealing with trojans and rootkits! ;___;

Oh yeah, also, one more suggestion:

I really hope that in TSE2, you can reset your skill points at any place but for a price. At least, anyone who screws up in any point of the game can fix it. Or well, maybe not at any place but at least a few spots per world.

(I'm saying this 'cos I tend to mess up my characters' stats a damn lot of times. I actually restarted TSE1 about 5 to 6 times 'cos of messed up stats. And right now, I think I might have to restart the game once more 'cos I kinda over-levelled, screwed up my skills and have plenty of problems against Grandael. Don't get me started on Tza Tze. Took me at least 10 to 15 tries to defeat him... ugh.)

And it's awesome to know that the save spots will be free to use. Currently, in TSE1, it's a bit unbalanced 'cos credits are not always dropped frequently, so you often end up having barely enough to save. :p And not enough to buy equipment.
Mark Pay (2007-01-23)
Using a camcorder is an interesting idea, but the image quality would be too painful to look at I think. What I probably need to do is just find another PC to do the recording on. Camtasia Studio was very good when I tried it a few years ago, but the trial long since expired on my home pc.

Resetting skills will be easy in TSE-2. Refund points are earnt for every battle, and you can spend them at any time on the standard skills menu. There will also be no creatures like Granael, Tza Tze or the Pocket Dimension monsters whose stats are based on party level.

TSE-1 has been a great teacher in many respects. I have learnt a lot about what I should and shouldn't do for the sequel from the feedback people have given.
Raito-tse (2007-01-23)
About those refund points: Ohhhh that's great news!!! Fantastic, indeed! :p

Haha yeah... most people's early tries can be good but kinda flawed too, just like a rough diamond. I guess it takes time to polish everything up.

Well, one thing for sure... I'm going to apply for a debit card and hope it works when I buy TSE2! :D You will be accepting other methods of payments, besides Paypal, right? :p
LachlanDavis (2007-02-01)
Can i just ask, how will the story be done this time?
No offense, but i didnt find the cut scenes too interesting in the first game, and well they were slow.

But i cant be one to diss, because you made and awesome game and have enough on your plate as it is.'

Also i liked the Enemies that were Stat Smart, Sure it was hard as hell, but it was Challenging and added something, but hey its your game.
Mark Pay (2007-02-02)
Raito - I expect to be using a well-respected third-party distributor for the game when the time comes and I would expect any of them to cover plenty of the most popular payment options.

Lachlan - feel free to diss. :D The story is mixed in throughout the game in a similar way to the first. I have made serious ( successful I believe ) efforts to improve it this time around and it should be reasonably quick to skip for the uninterested.

Combat Engine Demo Video.
Mark Pay

Mark Pay (2007-02-02)
Okay, so I finally got around to installing and using some new video capture software. The capture is sluggish on this PC, but I thought I would put up a short clip of the game's combat engine. It's been so long now since I released TSE and started work on the sequel that I've forgotten how many improvements were made.

Link courtesy of Youtube:

[url]http://www.youtube.com/watch?v=84fZ7pLrXwk

I also see it as a useful way of spotting bugs and glitches. There were two serious health related ones that I spotted in there - one of which I hope is just the result the of my leaving some debug code active and the other of which shouldn't be too hard to fix.

I don't plan on doing any more of these for a while, what with the games release still likely to be a year away. Let me know what you think.
Lelle (2007-02-04)
This is really nice Mark!
I love all the new things like the flow-of-time-thingy.
The only thing that bugs me is the healing-sound. Are you gonna use the same one or are you going to change it? I think it's kind of "worn out" and some of the other sound effects are to.
Well, that's about all of my ranting. :D
But yes, most things look incredably wonderful.
Mark Pay (2007-02-06)
Thanks Lelle!
I can't say that the heal sound has bugged me before. Is it one of the MMF library sound effects? BONUS2.wav?

:) Good ( free to use ) magic sound effects are too valuable to pass up. www.sounddogs.com is my favourite site when all else fails, it's just that I've been very cheap the past 3 years.
ROD (2007-02-08)
Looks great to me! :D

I remember that I liked the healing sound...., but it is "worn out" after having played TSE very often..

I think I will like the "new" combat system, and, wow, winged Gunmaidens!? (Gun-fairies?) - I love your creatures!
TwiTerror (2007-02-09)
This video was fairly interesting to watch. Not because I haven't seen it before, because I playtest a lot, but rather because the music sounds a bit dodgy in mono.

At any rate, looks good Mark, I'm excited, as always.
Mark Pay (2007-02-10)
Thanks guys. :D
Because I'm using the demo version of SnagIt, the sound is actually recorded by putting a mic in front of my speakers. :? Quality is poor and I couldn't find a good way to boost the volume using Microsoft Movie Maker.

Development on a shoestring! ^_^ No expense spent!
Jimbob (2007-02-24)
Looking very smooth indeed.
If people thought the presentation in TSE1 was smooth this looks a hundred times improved. It seems very cool how all the little things that made the original sometimes tedious (the waiting for people to recover, the switching of skills, the WALKING! :P) are just simple clicks away. The sound was very very faint though... :S

Very funkadelic indeed.
integral (2007-02-28)
ah this is awesome

everything is way more professional and improved, also the atmosphere looks cool

cant wait to play it!


"Good ( free to use ) magic sound effects are too valuable to pass up. www.sounddogs.com is my favourite site when all else fails, it's just that I've been very cheap the past 3 years."

looks a pretty complete site, are all sounds in them really free to use, even for commercial purposes?
(I wonder because packs have cost, instead of simple sounds)
Jimbob (2007-02-28)
Sorry Mark, if you didn't want this posted elsewhere, (I saw you signed up to the TIGForums) but it's just too good for people to just ignore...
Mark Pay (2007-02-28)
No worries Jimbob, I appreciate it. :D I signed up to TIGsource in my lunchhour but then got distracted before I could post. x_x I'm liking the look of the TIGsource forums though, even though I just watch indy games from afar rather than play them myself.

Integral, I'm afraid Sounddogs isn't free. :( They are very cheap though, for royalty free effects. Their magical library is fantastic, including effects from old Interplay games. I'm looking to go shopping there again this week.
integral (2007-02-28)
whops, thanks.
integral (2007-03-01)
hah I wish I had a Investment Committee like you! http://www.act.is/about/mark_pay.asp
cruz-tse (2007-03-01)
"hah I wish I had a Investment Committee like you! http://www.act.is/about/mark_pay.asp" :shock: wow :shock:

*shocked*
thats a good committee mr. pay!

(haha mark PAY, wory about the pun coming up)

i need to pay my peeps right or ill get 3 black marks.

(no offence? please? :wink: )

EDIT: omg THERES NO MENTION OF NATOMIC STUDIOS OR YOUR part-career AS GAME-MAKER!
integral (2007-03-01)
uh, I dont think hes the same guy, that was meant to be just a joke ^_.
cruz-tse (2007-03-02)
"uh, I dont think hes the same guy, that was meant to be just a joke ^_."

oh. -.-
Mark Pay (2007-03-02)
There are a handful of other Mark Pay's around, surprisingly. I don't know how the fellow's Bio page got a higher Google rank than the Natomic frontpage. Perhaps the showboating bastard is a spambotter? ;)
integral (2007-03-02)
the one behind the infestation in this forum
cruz-tse (2007-03-03)
"the one behind the infestation in this forum" :shock: i hope not! :evil:
integral (2007-03-03)
getting back to topic, seems there are lots on interesting innovations in the combat system

besides chains, that seems they are now many and way longer,
I dont fully understand why under the pause button of characters there is more than 1 chain in the same time being activated (or whatever they are)
+ what is the use of the pause/play buttons (personal and global)and the loading bars.
Mark Pay (2007-03-03)
The three buttons with text under the pause buttons work like the star buttons in the original game ( left click to switch to skill chain) Except that now you can also right click to bring up a menu of all your stored skill chains ( 14 per character atm ) and assign it to one of the three buttons.

The play/pause buttons tell characters whether they should perform a skill once they are ready. The 4th play/pause button affects all 3 characters.

The loading bars indicate current energy. They start to change colour when they reach the maximum and start to overcharge the next skill.
cruz-tse (2007-03-03)
i dont feel like typing so :shock: :? :) :D :lol: NICE :wink:

can i please have permission to try to make my own copy (with other features) on a diferent game maker (funnily enough its called "Game Maker")?

i wont sell it :roll: im too bad at them :cry: :oops: :cry:
integral (2007-03-03)
lol.
DBAce9Aura (2007-03-09)
Hi, Mark Pay, new member, you know the one that emailed you about the login problems. Anyway, i'm here saying that this game's going pretty darn smooth, even from that video you made. I apologize that it won't be free, but i pretty much already understand why it's not. If this thing develops nicely, it's pretty worth the price.
cruz-tse (2007-03-09)
"i dont feel like typing so :shock: :? :) :D :lol: NICE :wink:

can i please have permission to try to make my own copy (with other features) on a diferent game maker (funnily enough its called "Game Maker")?

i wont sell it :roll: im too bad at them :cry: :oops: :cry:"


nvm im too busy making an extension to TRIUMPH war 2099
Mark Pay (2007-03-11)
Hi DBAce9Aura. :D Welcome, and no worries about the sign-up problems. The current sign-up process I'm currently having to use because I can't install a decent phpBB mod without breaking the forums is less than ideal.

I wish I could stay freeware too, but I can't really afford to be idealistic with a project taking up so much time. The dream is to support oneself as an independant developer, but I realise this is highly unlikely. Any revenue that relieves a little financial pressure will help though, since I don't see myself earning a good wage any time soon.

Selling a product is going to be an exciting challenge and a big responsibility. I am both eager and terrified to give it a go.
integral (2007-03-12)
you'll need a good and proper publisher, already found/got your eye caught by a fitting one?

I'm actually in the same situation and having no experience or references is such a problem
cruz-tse (2007-03-14)
"you'll need a good and proper publisher, already found/got your eye caught by a fitting one?

I'm actually in the same situation and having no experience or references is such a problem"


try DarksunGames

they are good -.- i think :?

but the owner hasnt updated the site in 3 years lol

maybe make it on a site, and have it have to pay with PAYPAL then download?
Mark Pay (2007-03-16)
I'm not sure whether 'publisher' in the traditional sense is the best term to use for these sort of independant projects, given that financing, marketing, testing and creative direction are largely, if not entirely, handled by the developer themselves.

That just leaves distribution/sales, again technically something that the developer can handle themselves with a web server and a payment system, but something that I would personally want to use another company for. They take a cut obviously, but also take a lot of hassle off your hands, and I really wouldn't want to be messing around with payment software or mail orders when there's money involved. I have looked at a couple of commonly used companies for this, but haven't made any decisions. Got much more to worry about between then and now. ;)

There's other methods of selling I know, more like traditional publishing, the big games portals and the like, but I hear they rip you off and it's not necessarily worth the increased exposure. There's a few horror stories I've read on indy forums of sharks claiming to fill the 'publisher' role taking advantage of independant developers too.
I'm getting to hear more about the business side of getting mobile phone games published at work - that's fascinating stuff, but another world entirely and quite scary stuff ( and seemingly very indy-hostile )

PS - Oh forgot to ask, what's the project that you're working on integral?
integral (2007-03-16)
you got the point of my same fears and Im also not surprised to hear stuff like that,

my project is another RPG but isometric, sci-fi settings and more baldurs-gate-like oriented

(I've PMed you a screenie)

I dont have a much stuff material to show (I spent over 3 months in system organization and Im still making the engine) but once I'll have begun designing areas and more sprites I'll make a preview page or mini-site for that
Jimbob (2007-03-16)
Have you guys read this? (from Fost at Moonpod)

http://forums.tigsource.com/index.php?topic=116.0

It's a very interesting read for people who want to get their games sold. Check it out.
Mark Pay (2007-03-17)
Thanks for the link Jimbob, I don't check the business subforum often.

I found their perspective on advertising extremely valulable. It is a shame that advertising is not available at a lower cost. I'm not surprised to hear that it's effectiveness is dubious at those sort of rates. I have to admit myself that I never click on a game advert unless a particular piece of artwork intrigues me - and then that's almost always just to go check out more of their art, not make a purchase.
integral (2007-03-17)
I found out this http://www.packominteractive.com/services.htm

which seems to make exception as providing single publishing services at low costs, I could be wrong however
Jimbob (2007-03-17)
Well one of their clients (but only for distributing press releases) is 'The Blackwell Legacy' (from the maker of The Shivah). It's the only one out of the bunch they list that I've heard of, but it's a pretty big anticipated indie game as far as I know...

Their first published game came out in December 06, so they are also quite new, and maybe more attuned to your needs as the guy running it seems to be an independent developer as well. The other games don't look too good tbh... it's hard to say really.
Lelle (2007-03-25)
Are you intended to make more videos from the game soon? Would be nice to see some more of the material, as long as it doesn't spoil the story and such. :)

And did you hear that Hamish abandoned War Angels? Don't you dare doing the same with TSE2! :twisted:
integral (2007-03-25)
lol yeah I read that yesterday

http://faindfiles.com/ProjectExplosion/viewtopic.php?t=3

it's already indie-fauna cliche;
I think we all developers (me included) couldnt write sincere lifestories much different than that, however.
Mark Pay (2007-03-25)
"Hamish abandoned War Angels"

Awwww damn. :(

TSE-2 will be finished, barring Acts of God ( /looks nervously over shoulder, He's a vicious bastard. )
I'm not sure about new videos right now. My trial on snagit has run out and although it's cheap, money is causing me problems at the moment ( is it ever any other way? ;) ) I have other material that I can use for the next couple of updates.

I'm looking forward to the Easter holiday coming up. Woo - two whole free days worth of quality time, just me n' ma game. ^_^ Hopefully I can restrain myself from making some awfully lame April Fools news post between then and now.
Mr Nobody (2007-10-04)
nice very nice

Speedrun in 1:42. Links to video inside.
chaos-tse

chaos-tse (2007-02-25)
http://www.megaupload.com/?d=Y79SWI5M World 1
http://www.megaupload.com/?d=UB778LZW World 2
http://www.megaupload.com/?d=XU5K3Q7V World 3
http://www.megaupload.com/?d=C6QAN4RZ World 4
http://www.megaupload.com/?d=B5R45EJ3 World 5
integral (2007-02-28)
aww cant display them with gnu VLC (no codec)

could you-tube them?
chaos-tse (2007-02-28)
You need the TSCC Codec that you can download here:

http://www.techsmith.com/download/codecs.asp

I might put the videos up on youtube or google video at some point but not in the next week or two.
Mark Pay (2007-02-28)
This is awesome chaos! Congrats on finishing the game in such a short time ( and more than once too )
The filesizes seem a little large. It'd be nice to see them in a more compressed format or, of course, good old Youtube. ;)
cruz-tse (2007-03-01)
"The filesizes seem a little large. It'd be nice to see them in a more compressed format or, of course, good old Youtube. ;)"

:shock: way..... too..... [size=24:140afafd8a]BIG! :shock:

i hope the size thingie worked -.-

:oops: im not allowed to download anything over 50 megabytes sorry PLZ PUT IT ON YOUTUBE

[size=7:140afafd8a]because i want to see the best way to kill grandfather lol :oops:
chaos-tse (2007-03-01)
Yes, the recording is high quality and the whole run is almost 1 GB. I don't have time to upload the files to youtube or google video until next week so I guess you'll have to wait until then (if someone wants to upload them before then, be my guest).
cruz-tse (2007-03-02)
kk




tell us when u do lol
Mr Nobody (2007-04-13)
I like speed runs. But couldn't you have compressed it? Compress it on your computer first. You wouldn't loose that much quality
devastator-tse (2007-10-09)
OUCH!!!! it takes about 3 days to download it. but when I do, My Administratior's laptop will overheat.

Any way to download faster?
devastator-tse (2007-10-10)
Cant dwonload it because it takes like 8 hrs to download it.

Megaupload Downloads are way too boring to wait (because you have to be like over 18 to sign up). If I do it, I'll get locked up (SERIOUSLY).

:( :cry: :cry: :cry: :( :( :cry: :cry: :cry: :cry: :( :(
chaos-tse (2007-11-10)
Ok, so I finally figured out how to upload videos to google (due to the size and length of the videos, I can't upload them to youtube). This should make viewing them a lot easier, albeit in much lower quality. Here are the links:

World 1 http://video.google.com/videoplay?docid=5660930063395148701
World 2 http://video.google.com/videoplay?docid=3097463313682254856
World 3 http://video.google.com/videoplay?docid=3549501508384349354
World 4 http://video.google.com/videoplay?docid=-6711533789610266331
World 5 http://video.google.com/videoplay?docid=4445492571411134368
Mark Pay (2007-11-17)
Thanks for posting these chaos. I've not looked back at the game in over 3 years now so it's personally interesting, and quite painful, to watch them.

Count to 1000
cruz-tse

cruz-tse (2007-03-01)
:shock: in all teh forums ive been on it got stuck at 56 :shock:

help me change that ;-P

1!!!!!!
cruz-tse (2007-03-03)
":shock: in all teh forums ive been on it got stuck at 56 :shock:

help me change that ;-P

1!!!!!!"


COME ON GUYS! POST!

2
Jimbob (2007-03-05)
1

Whoops, gotta start again
cruz-tse (2007-03-05)
"1

Whoops, gotta start again"


oh well :P

2!
cruz-tse (2007-03-10)
""1

Whoops, gotta start again"


oh well :P

2!"


3
Jimbob (2007-03-11)
Dude, don't be an idiot.
cruz-tse (2007-05-26)
"Dude, don't be an idiot."

im not -l.-

i was feeling stupid that day :roll:

Forum Broken - Forum fixed?
Mark Pay

Mark Pay (2007-03-04)
Hi all. I broke the forum today. I've made a messy reinstall and rebuilt the database, but there may still be some busted stuff in here. Please let me know if you find anything wrong with it.

PHP mods are an ugly business. I was trying to install something to keep the spambots from registering at all, but I failed and I've wasted half a day I could have better spent working on TSE-2 raging at the machine instead. C'est la vie.
For the time-being I will stick to manual authentication. Better than no board at all. ;)
cruz-tse (2007-03-04)
:shock: heh at least you didnt accidentally delete the forum :lol:

asta la vista, forum mods

:D

My RPG project
DBAce9Aura

DBAce9Aura (2007-03-09)
Hi, everybody, I'm just working on a pencil and paper RPG of my own, it will NOT be published...ever, because i hate it when publishers cut out all the good elements of your game and turn it into garbage. Anyway, i'll start off the description with the player stats:

HP: Your health (obviously)
MP: Your spell energy
SP: Your will, consumed from physical attacks
ATK: Physical offense
DEF: Physical endurance
MGC: Magical offense
WIS: Stamina recovery rate, success rate of physical attacks, resistance against non-elemental attacks

One more part of the description, and i'll save it until another post. The enemy races:

Stereotype: Consists of knights, warriors, mages, clerics, etc.
Nature: Consists of insects, plants, animals, etc.
Humanoid: Consists of anything that stands on two legs
Omenair: Consists of creatures from another dimension
Object: Consists of objects animated by magic
Spirit: Consists of elementals, phantoms, etc.
Mythical: Consists of creatures ripped from mythology
Mechanical: Consists of machine-like enemies
Crossbreed: Consists of creatures formed from merging other creatures into one
Guardian: Mini-boss enemies
Legend: Boss enemies

Any comments?
cruz-tse (2007-03-10)
:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:

*claps slowly*

:shock: :shock: :shock: :shock: :shock:

*claps faster than ever before*
Mark Pay (2007-03-11)
Sounds like a good start. Designing mechanics at this stage is a lot of fun.

I'm a fan of tabletop gaming myself. It's so low tech, but I enjoy it considerably more than online gaming.
DBAce9Aura (2007-03-11)
It gets better, i planned for the item mods for the weapons, armor, and accesories. Here are a few examples of the items with such mods:

Shadowwielding Warlock Tome of Racism
Titanium Plate Armor of Offense
Jeweled Runestone of Life

I have seperate NotePad documents to cover all the other bits of info, provided anyone wants to see them via email.
DBAce9Aura (2007-03-17)
Interesting update folks: There'll be two versions of this game, one of them has pretty much what i described in the previous posts and more, another one will have entirely different features, system, but have similar enemies, dungeons, and areas to explore. Here are the names of the two versions:

*Alliance version: Contains all i just described
*Dynasty version: Contains features that're far from finalized
cruz-tse (2007-05-26)
"Interesting update folks: There'll be two versions of this game, one of them has pretty much what i described in the previous posts and more, another one will have entirely different features, system, but have similar enemies, dungeons, and areas to explore. Here are the names of the two versions:

*Alliance version: Contains all i just described
*Dynasty version: Contains features that're far from finalized"

nice

a few pictures/screenshots please? lol
DBAce9Aura (2007-05-27)
Your post, unfortunately, is a tad overdue, since these two things merged into one somehow and is now one project (it's a very LONG story, one i don't wanna burden anybody with). As for screenshots, the graphics need finalizing before they can be reveiled, and since i have no website, i wouldn't be able to post'em up. As for what it now is, well, i'll just start off with the stats (along with what they determine)

HP: Your life force (reduced when damage is received)
MP: Your mystic energy (reduced when using spells or techs)
ATK: Your physical strength (affects damage dealt from techs or regular attacks)
DEF: Your physical endurance (affects damage received from regular attacks)
MGC: Your mystic power (affects damage dealt from spells or techs)
cruz-tse (2007-06-13)
"Your post, unfortunately, is a tad overdue, since these two things merged into one somehow and is now one project (it's a very LONG story, one i don't wanna burden anybody with). As for screenshots, the graphics need finalizing before they can be reveiled, and since i have no website, i wouldn't be able to post'em up. As for what it now is, well, i'll just start off with the stats (along with what they determine)

HP: Your life force (reduced when damage is received)
MP: Your mystic energy (reduced when using spells or techs)
ATK: Your physical strength (affects damage dealt from techs or regular attacks)
DEF: Your physical endurance (affects damage received from regular attacks)
MGC: Your mystic power (affects damage dealt from spells or techs)"


ohh ok

good luck anyway
DBAce9Aura (2007-07-16)
Still no screenshots, yet. Still polishing the visuals (aka, making them better). I kinda had to repolish the game mechanics though and decided to take some few pointers from such games as Dark Cloud (weapon development), as well as Lufia 2 (battle interface), and especially the Zelda series (open-ended exploration). This isn't exactly an accurate description of what my game project will be, but it's close
cruz-tse (2007-07-18)
"Still no screenshots, yet. Still polishing the visuals (aka, making them better). I kinda had to repolish the game mechanics though and decided to take some few pointers from such games as Dark Cloud (weapon development), as well as Lufia 2 (battle interface), and especially the Zelda series (open-ended exploration). This isn't exactly an accurate description of what my game project will be, but it's close"

:O

grrr.....

YOU MAKE ME JEALOUS!

lol.....

*wishes you good luck again*
DBAce9Aura (2008-02-16)
WOW!!

It's been ages since i lasted posted something here. Anyway, my project's received major changes since last time.

*Planned an icon-based menu system (NOT like the Mana series)
*Spirit-tapping (still polishing this)
*Simplified equipment system (rings, bracelets, shields and amulets are the basis of equipment) in a lousy attempt to one day attract casual gamers into it
*Reworked battle system(icon based)/character growth system(partially in the vein of TSE-1 and TSE-2)/actual setting (setting's a mixture of Celtic and Babylonian mythology)
*All previously mentioned systems have been cropped out all together (Sorry)

One more thing: www.stencyl.com , this will be the game making program that i'll use once it's released

Gameplay
DBAce9Aura

DBAce9Aura (2007-04-22)
We all know the obvious improvement of this game's visuals from the original TSE, but the BIG improvement comes fromt the gameplay. The playable characters this time consist of gunmaidens (female counterparts of the riflemen from the first game), shamans, knights, and the priests (as seen in TSE-1). Also, i have to ask Mr. Pay about those "skill chains" and how they help improve the game's combat system to be superior to the one in TSE-1.
Mark Pay (2007-05-08)
Better 2 weeks late than never? Sorry. :(

There's actually still 3 classes in TSE-2: Knights, Priests and Gunmaidens ( please please, if you can come up with a better name for a female rifleman than that, let me know. I've been drawing a blank on this for 3 years now ;) )

The skill chains have the same basic principle as those in the first game, with a load of functional improvements.
You can now put up to 10 skills in them instead of 3 ( never done it myself, but the option's there ) You now have 14 individual chains per character, up from 3. You can skip back and forth between skills in a chain with a button press. Some skills now have targets assigned.
There's party chains too, where all 3 characters follow a set sequence together.

Most importantly of all, you can pause and resume chains when you like, which gives you fine control over the timing of skill use. It's turned out to work rather different to the old system, in a very good way, very hands on. Combined with the in-game pause I think it makes for much more involving combat.
DBAce9Aura (2007-05-08)
Only three character types?! Then whats with that shaman character i say in that combat demo video? Was he "standard place holder" material? On the subject of the female counterparts to the rifleman from TSE-1, Gunmaiden is actually a creative name.

P.S. I liked the original "The Spirit Engine" game
Mark Pay (2007-05-08)
Ah, he's actually a priest. All of the nine characters have unique graphics this time, unlike the first game which had 3 base sprites.

Thanks for the vote of support on 'Gunmaiden'. I'm kinda liking 'Musketeer' right now - I think it's technically gender neutral. ;) Any ideas welcome.
Jimbob (2007-05-10)
Markswoman?

Although I am completely sold on the word 'Musketeer' in any game...
DBAce9Aura (2007-05-17)
Ok, we got the low down on the skill and combat system, the playable characters, but what about the foes. I wonder what type of skills the foes will have that seperate themselves from the playable characters.
LachlanDavis (2007-07-02)
Gunmaiden still sounds the coolest
I hope the charachter combinations will be in favour of diversity, i remember in the first game 3 preists kicked ass over anything else.
Mark Pay (2007-07-02)
The classes ought to combine better this time around, with their unique skills and attributes aimed to encourage interdependancy.

For example;

Knights absorb and deal a lot of damage, but they mostly have to do it in close combat.

Gunmaidens get to do their damage from range with some great attack skills and have great area of effect abilities but no healing.

Priests have great support and decent nearest-target damage skills, but no area of effect or artillery skills. I think you'd really struggle with 3 priests in TSE-2, especially since enemy party rotation is active from the start and the recover mechanic allows any character to return to the game after being KOed for a certain period.
Knights are probably the best all-rounders at the moment, but you'll miss a lot of the utility skills from the other two classes if you don't have them.

All 3 classes resist and counter damage in different ways as well.

That said, I don't want to discourage 3-of-the-same partys. Hopefully they will still be viable.
DBAce9Aura (2007-07-14)
Okay, there's one more question that needs to asked in terms of gameplay:

What does the equipment with various abilities bring to the table?
Mark Pay (2007-07-16)
To save me some typing, here's a shot from the item editor instead:

http://www.thespiritengine.com/Images/editorshot01.png

Lots more stats basically. :)
cruz-tse (2007-07-18)
"To save me some typing, here's a shot from the item editor instead:

http://www.thespiritengine.com/Images/editorshot01.png

Lots more stats basically. :)"

oh..... my..... god.....

*wishes i decided to pay for MMF*

oh well :S looks nice!
ROD (2007-07-18)
I love those item names :D
integral (2007-07-18)
very interesting indeed

you made also a gatekeeper-like editor for savegames?
Mark Pay (2007-07-18)
Thanks guys!

There's an editor for all the external files. This is what it handles:

http://www.thespiritengine.com/Images/editorshot02.png
integral (2007-07-19)
definitely professional
LachlanDavis (2007-07-19)
awesome, i cant wait to buy this game. There should be some sort of online highscore thing, but for game completion time or something.
Mark Pay (2007-07-21)
Thanks. :D
That's a nice idea Lachlan. I'd like to add such a feature, but the challenges in getting it to work, work well and not be abusable are probably too time consuming right now. Those sort of nice, but very much optional, additions I would like to look at after the game's release, if there is enough interest in the features, and obviously the game itself!
LachlanDavis (2007-07-23)
well there SHOULD be enough interest in a game of this quality.

I guesse it all comes down to advertising. Have you got a website backing the release? Or are you too busy to think about that? ;)

Im sure all 5 forum posters would be willing to stick thinks on our other forum sigs... :)

Im sure some indie game website would be happy to promote something of this callibre. Id like to animate something for newgrounds, could do spirit enginy stuff in the days leading up to help promotion.
Mark Pay (2007-07-23)
Hey, there were 6 last time I counted. Did we lose one? ;)

Advertising is very important I know. I have been holding back on any promotional activity until I get well into the test and polish phase and have a firm release date in mind. The release schedule is very much affected by my current uncertain employment, so I won't be able to get a clear picture of when I can do what for some time to come.

Thank-you very much for the offer of support. It means a lot to me and I'm sure I'll need it when the time comes! Thanks. :D
LachlanDavis (2007-07-24)
Well ive been waiting to get back into animating for some time, so if i have your permission to use the spirit engine name and charachters, i might as well start sooner than later ;)
TwiTerror (2007-07-25)
I enjoy those editor shots :3
cruz-tse (2007-08-10)
"Hey, there were 6 last time I counted. Did we lose one? ;)

Advertising is very important I know. I have been holding back on any promotional activity until I get well into the test and polish phase and have a firm release date in mind. The release schedule is very much affected by my current uncertain employment, so I won't be able to get a clear picture of when I can do what for some time to come.

Thank-you very much for the offer of support. It means a lot to me and I'm sure I'll need it when the time comes! Thanks. :D"


Mark, once TSE-2 is up and running, I will happily make many forum banners and sigs

Click Convention 2007
Jimbob

Jimbob (2007-05-08)
Will you be making it this year?
I'm thinking of making a first and grand appearance, just to see my fellow gamemakers. I heard you went last time so it'd be cool to meet up...

Of course I will be back from New Zealand by then, and hopefully have finished my game, but we'll see....
Mark Pay (2007-05-08)
Hey Jimbob :D

I would like to make it this year, but the work situation is awkward and I won't know until much nearer the time. If I'm back in the UK by then and they still have places spare I'll try and get in.
They're pretty good fun, I've been to two now. Nice bunch of people and it's interesting to see what some people get up to with MMF - it's not all what appears on the Daily Click.

I demoed TSE-2 2 years ago and did a pretty poor job of it. It's kind of hard to get people interested in basic technical improvements on a game they've never even heard of before, let alone played. ^_^

Look forward to seeing you there if I can go. What are you doing over in NZ btw? :D
Jimbob (2007-05-10)
Just been doing my third year as a exchange here at Auckland. Coming back at the end of June to miss the southern winter just in time for the northern summer :P

Now I just have to get some money from somewhere. If I could get paid developing unfinished games I could make a fortune! :)
cruz-tse (2007-05-26)
"Just been doing my third year as a exchange here at Auckland. Coming back at the end of June to miss the southern winter just in time for the northern summer :P

Now I just have to get some money from somewhere. If I could get paid developing unfinished games I could make a fortune! :)"


Nice one jimbob!
TwiTerror (2007-05-28)
If Mark makes it out, he will be my spokesperson. ^___^
Mark Pay (2007-05-28)
"If Mark makes it out, he will be my spokesperson. ^___^"

Bad idea alert! XD

In all seriousness, I'd love to if I'm back in the UK and able to make the convention. Actually it's pretty close now isn't it - 3 months off?
Jimbob (2007-05-30)
Sometime in September. Possibly even the 1st...
TwiTerror (2007-06-01)
Haha, I was mostly kidding, but if you want me to feed you some index card material or a short video to play, I can do (;
cruz-tse (2007-06-13)
"Haha, I was mostly kidding, but if you want me to feed you some index card material or a short video to play, I can do (;"

oh

good luck jimbob :mrgreen:

Request for save files.
Mark Pay

Mark Pay (2007-05-08)
Update - Thanks to Peter for such a fast response. :D We should be okay now.

[color=olive:a614ad2a6b]
Hi there,

I need a set of TSE-1 save files to help Claudio with testing the game for wine. I don't actually have a set on my PC here - can anyone help us out?

The files are:

C:\Windows\savegame.ini
C:\Windows\savename.ini
C:\Windows\w9xabc.ini

Any mails to mark.pay|AT|thespiritengine.com


Thanks! :D
cruz-tse (2007-05-26)
"Update - Thanks to Peter for such a fast response. :D We should be okay now.

[color=olive:9c6b183bd4]
Hi there,

I need a set of TSE-1 save files to help Claudio with testing the game for wine. I don't actually have a set on my PC here - can anyone help us out?

The files are:

C:\Windows\savegame.ini
C:\Windows\savename.ini
C:\Windows\w9xabc.ini

Any mails to mark.pay|AT|thespiritengine.com


Thanks! :D"


THANKS MARK!

O_o

uhh..... appoximately how hard is it to program things like bullets in that creator you used (i think multimedia fusion i forget hte name)
steril (2010-06-25)
thx mark, that helped a lot. :D

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?

Finished TSE 4 times
Boksha-tse

Boksha-tse (2007-06-18)
A few years back I stumbled upon TSE, played until I got to the Mango Republic and quit because I got slaughtered on the beach. (how I managed to get past the government building alive I honestly can't remember)
A week or so back I decided to give the game another chance and I'm really glad I did. I finished the game first in about 4 days with a party of Peter, Zepher and Eisfford, concentrating on Sharpshoot, Party Bless and Kinetic Smash, dying 4 times on the road. Not yet satisfied, I decided to try and finish the game with parties of a single class without overleveling (finishing the game on level 47, is that the lowest possible?), trying 3 priests first (Clemetas on Silver Bullet, Zepher on blessing again and Matthieu on HotG) which turned out to be very easy. Next up I tried the game with 3 mages, putting Clara's skill points on Kinetic Shield, Pippa's on Rainbow and Eisfford's on Kinetic Smash again. The final battle was frustratingly hard mostly because Rainbow is completely useless there and tends to only hit the invincible front of the boss even in the second phase (where it's supposed to be gone, or was it aiming for those missiles? It didn't seem to hurt those at any rate) leaving Kinetic Smash the only attack that can even damage the thing in the second phase, so I needed Tza Tze's help to beat it the first time. In the fight with the Grandfather all of my characters ended with less than 5 health left!
Finally I tried it with 3 riflemen (Sharpshoot on Peter, Dynamite on Edward and Recover on Samuel), which got difficult in the weirdest places, in particular I died once fighting Gigliana because it kept bypassing meatshield Samuel. I was surprised how little trouble the Shifting Sands gave me because I didn't have any skill points on Magic Bullet, but Samuel recovered faster than the enemies could damage him, making for really long but easy fights. The final fight was definitely the easiest with 3 riflemen, with none of my characters ever dropping below 150 health and having a reserve of around 3 or 4 mana pretty much all the time.
All in all I had a lot of fun playing the game and figuring out the best tactics for each situation, so I'd like to thank Mark Pay for the hard work making it!
Mark Pay (2007-06-19)
Thanks Boksha :D It's always very heart-warming to hear people enjoying the game so much that they take the time to make a post like this. Especially now that it's been so many years since I released it that it comes as a nice surprise to hear that people are still playing!

It's good to hear your anecdotes too. 47 does sound like the level you ought to finish at if you don't stop to level up.
Other people have reported that 3 priests is quite easy and 3 mages is harder. I haven't heard much about 3 riflemen though. It's amusing to hear that you can actually Recover faster than the enemies can damage you at some points.

Thanks again. ^_^
cruz-tse (2007-06-28)
"Thanks Boksha :D It's always very heart-warming to hear people enjoying the game so much that they take the time to make a post like this. Especially now that it's been so many years since I released it that it comes as a nice surprise to hear that people are still playing!

It's good to hear your anecdotes too. 47 does sound like the level you ought to finish at if you don't stop to level up.
Other people have reported that 3 priests is quite easy and 3 mages is harder. I haven't heard much about 3 riflemen though. It's amusing to hear that you can actually Recover faster than the enemies can damage you at some points.

Thanks again. ^_^"


MMMMM..... I tried with three riflemen and died after I got to the ghosts/ghasts/ghouls whatever they are

(Wow its been a long time since ive played!)
devastator-tse (2007-10-11)
3 Priest: Easy
3 Rifleman: Moderate
3 Mage: ????

:?

construct
integral

integral (2007-06-30)
http://herbdx.spatang.com/scirra/construct.php

this will explain for itself
Mark Pay (2007-07-03)
It sounds interesting. I'll believe it when I see it working ( and working well. ) The best thing about its existance is that hopefully it will be spurring Clickteam to improve MMF2, the product it's so 'inspired' by. ( Hardware graphics acceleration is coming *finally* )
integral (2007-07-04)
clickteam hardware acceleration for MMF2 is already on plans and it will be released within this year (or next) as they're working on vitalize4 first

inspired or not, when both will be out I'll make proper comparisons

there are serious playability issues in MMF2 applications when many objects and text strings are displayed in the same time I'm not sure I can leave with them until they fix those, we'll see

Natomic is soooooo dead
LachlanDavis

LachlanDavis (2007-07-03)
I really dont expect natomic to come back? Does anyone know anything? It seems like one of those sites that started to get bigger but then just dies before its self perpetuating.

Will we ever see a new Natomic?
Mark Pay (2007-07-03)
Nope, dead. :(
I tried to drum up some interest in doing something positive with the site, but all that really happened was that we got Wordpress. Alonso and Blake are both busy and doing cool stuff ( see links section ), but that really only leaves 3 of us and I think that at this point we're better off running our own sites.
integral (2007-07-04)
" Alonso and Blake are both busy and doing cool stuff ( see links section )"

http://www.alonso-martin.com/Images/2TROIS.jpg
cruz-tse (2007-07-06)
"" Alonso and Blake are both busy and doing cool stuff ( see links section )"

http://www.alonso-martin.com/Images/2TROIS.jpg"


Nope, wrong alonso martin
integral (2007-07-06)
lol
http://i5.photobucket.com/albums/y186/OzHomeARt/NEW%20STUFF/zoolander.jpg
Mark Pay (2007-07-16)
:P That's just mean. Making fun of Alonso earns you negative cookies.
integral (2007-07-17)
lol couldnt resist
Mr Nobody (2007-10-01)
That reminds me of the time i got banned from there forums. MASSIVE SPAMMING FLAMING WAR! between me and wik123 about if firefox or opera was better. LOL
devastator-tse (2007-10-07)
What are negative cookies? :|

The Enemy of Progress.
Mark Pay

Mark Pay (2007-07-23)
http://media.gamestats.com/gg/image/object/896/896712/05-11_Civilization_IV_Beyond_The_Sword_Packshot_Finalboxart_160w.jpg

I got it this weekend. Good grief it's good! :D Best expansion pack ever to the best strategy game ever, and that spells trouble for my spare time.
Now if you'll excuse me, I'm off to poison some water supplies... :twisted:
LachlanDavis (2007-07-25)
*remembers the days of playing Civ II*

New TSE 1.04 DL link
Cdoublejj

Cdoublejj (2007-07-24)
http://www.megaupload.com/?d=HUMSVRI0

just remember to dl it once every so often so it isn't canned I'd suggest once every to weeks :D
Cdoublejj (2007-07-25)
[url]http://www.sendspace.com/file/2v4ie5

sorry to double post but i wanted to make sure it made the topic icon light up.
Mark Pay (2007-07-29)
Thanks very much for uploading these Cdoublejj.

However, I can't recommend that users download from these links. I cannot guarentee that files uploaded by third-persons onto unknown websites are free of viruses and spyware. It's nothing personal. This is a general policy that I want to follow to keep users safe. I checked the main link for 104 on this site and it seems to be working ok.

Thanks again. :)
Cdoublejj (2007-08-02)
yeah i understand i can say i have an active virus scanner and i uploaded the game right after I downloaded it.
cruz-tse (2007-08-10)
"yeah i understand i can say i have an active virus scanner and i uploaded the game right after I downloaded it."

ahhhhhh ok
Cdoublejj (2007-08-30)
just saying they are clean

Basic Skills Challenge
iamyum-tse

iamyum-tse (2007-07-25)
Having beaten the TSE countless times with I believe all character combinations and read the guide by Mr.Nobody, I was trying to find some harder challenges to beat the game again. Here I present the "Basic Skills Challenge".

Challenge rules (for the veterans only):
1) Any character combinations are allowed
2) Any skills can be used.
3) Any items and talismans can be used.
4) The player cannot, at anytime during the game except when the story forces it, to invest skill points into skills that unlocks at level 5 or level 10. To be more precise, whenever a player has a choice of where to invest skill points, one may not invest into anything into right column (ie. no investing in sharpshoot, magic bullet, power shot, dynamite, lasoo, rock rain, rainbow, celestial lightning, kinetic smash, life drain, party bless, silver bullet, holy bolt, spook summon, or hand of the god. However, it's OK, say, when Matthieu advances 2 levels of HotG in world 1 forced by the story.)

Maybe the exception can be taken away, I don't think it matters too much. I've just beaten this with Clemeta, Zepher, and Eiffsford at level 48. I can assure you this is very fun, and very challenging at times. In particular, even the Anadroid thing that chases you in world 2 becomes a challenge, as this challenge forces you into a slow battle. Also, Tza Tse becomes hard when his shields build up, and needless to say, the 2nd stage of the last boss was crazy.

Enjoy~ and please let me know if you have more challenging ways to play TSE.
ROD (2007-07-27)
ok, maybe this rule:
only unfamiliar skills allowed

e.g., try a party like that:
Clemetas party heal
Pipi Life drain
Samuel Sharpshoot

Its also interesting how, knowing the game already,those skills don´t "fit" with the character, it´s funny (well kind of :? )
Mark Pay (2007-07-29)
Congratulations! That is a fairly tough challenge to set - as you said some battles are considerably harder without the high damage-per-second of the 2 mana skills.
I like that suggestion too ROD. :)

TSE animation project
LachlanDavis

LachlanDavis (2007-08-07)
With mark pays permission and help (thanks mark) Im goign to start A TSE animation project. Anyone can post any ideas, but appart from screen shots of it, and maybe a small preveiw close to its finish date (4 - 6 months) i dont have much to put up at this stage.

In the next month ill post some projects im nearly finished, umm, lets see now, Goku VS Superman, and A TSE charachter test thing, of 30 seconds, and an Advert for a Local LAN party my church runs that im doing.
TwiTerror (2007-08-09)
What exactly is this?
cruz-tse (2007-08-10)
"What exactly is this?"

...

"With mark pays permission and help (thanks mark) Im goign to start A TSE animation project. Anyone can post any ideas, but appart from screen shots of it, and maybe a small preveiw close to its finish date (4 - 6 months) i dont have much to put up at this stage.

In the next month ill post some projects im nearly finished, umm, lets see now, Goku VS Superman, and A TSE charachter test thing, of 30 seconds, and an Advert for a Local LAN party my church runs that im doing."


Lachlan, I like the idea
TwiTerror (2007-08-10)
But what is an "Animation Project?" (;
A movie? No idea :p
LachlanDavis (2007-08-10)
you ever watch flash movies?
ummm *thinks*

Homestarrunner? happy Tree friends and friends?
About 6 years ago the program then called Macromedia Flash (now under adobe and 5 times the price)which is used to create interactive web content for websites and advertising, anyways about 6 years ago a craze started with people buying the software and making short animated movies, Which wasn a bad idea, The beauty about flash is you can draw directly on to the stage and its the fastest animting medium and it "was" fairly cheap. (I got my copy in 2005 for 150, its now like 600)
LachlanDavis (2007-08-10)
Heres a screenshot from a charachter test, I dont know if im happy how he looks.

http://img519.imageshack.us/img519/2347/tseqh9.jpg

In this style lines are only kept on detailed parts of the body. And the way hes done, when hes animated his movements are very smooth, but never very realistic.

But now my Stylus and graphics tablet are working again, ive considered redoing him, in a more rough style but when animating it will be a more... "disney?" But it will also take longer.
LachlanDavis (2007-08-17)
Grrr, Ive decided as awesome as tablets are its too much trouble, The tablet driver has screwed up flash so it crashed, the only solution is to reinstall flash but my disk is in 5 peices after dad ran over it in a wheely chair.

So i think ill have to screw the tablet.
Mark Pay (2007-08-21)
Hey Lachlan. Sorry I'm late posting here, been off on holiday. :D

I'm really interested to see where you can go with this project. Sorry to hear about the CD - they are the natural prey of chair legs.

Keep us updated!
TwiTerror (2007-08-22)
Here, inspire thyself
http://www.traxinspace.com/search?search=tse2

(;
LachlanDavis (2007-08-23)
Well, My IT Teacher in a tafe course May be able to give me the installer for my copy of Flash so that will be good.

Plus I got this awesomely helpful book on animating, and it has some really insightful stuff, i hope to get a small clip of something up in the next month.
cruz-tse (2007-08-27)
"Well, My IT Teacher in a tafe course May be able to give me the installer for my copy of Flash so that will be good.

Plus I got this awesomely helpful book on animating, and it has some really insightful stuff, i hope to get a small clip of something up in the next month."


ahhh i have one too... umm...

Animation - The whole story

author: Howard Beckerman

that it?
LachlanDavis (2007-08-27)
no, i got "cracking animation", its more to do with models, its the guys who did Wallace and Grommit, one of the team did the book.

But yeh its got some really helpful practical stuff.

Yeh next week i can DEFINATLY show you guys my Animation/Machinima promo for a LAN night.
LachlanDavis (2007-10-07)
ok i would have something up on youtube but i am having trouble finding good video software... thats free

Does anyone know any good, free, video (specificaly .avi) compression software, I need to be able to compress a 200mb file to 99mb, and Windows MM is teh crap, (even though i used it to put it together), ive also tried wax and Vdub and a few others to little or no success.

As far as animation for this goes, I am currently looking at upgrading to the latest version of Adobe Flash if I can get it as a student
cruz-tse (2007-10-20)
"ok i would have something up on youtube but i am having trouble finding good video software... thats free

Does anyone know any good, free, video (specificaly .avi) compression software, I need to be able to compress a 200mb file to 99mb, and Windows MM is teh crap, (even though i used it to put it together), ive also tried wax and Vdub and a few others to little or no success.

As far as animation for this goes, I am currently looking at upgrading to the latest version of Adobe Flash if I can get it as a student"


I have no idea

Split it in half with WMM?

I had the same problem with one of my movies >,< 1 mb over the limit...
LachlanDavis (2008-01-24)
http://www.newgrounds.com/portal/view/421649

Before i do the TSE project i needed something to get my chops us, check it out and vote 5
Mark Pay (2008-01-25)
Hey Lachlan.
That was pretty darn good! Voted 5. :D You can really see that a lot of time and hard work was spent on it. Will this be an ongoing series, and will the cow ever make it home?

I tried out Flash last year and found the whole timeline system conceptually quite slow and unwieldy to work with. Creating any serious animation in it is an impressive feat in my opinion.
LachlanDavis (2008-01-26)
Well see, i have 1 - 2 more small projects to tackle (about a month of work for the both) then i want to really get into the TSE animation. I still hope to beat you to the completion of the game.

It probably wont be an ongoing series, ive tossed around the idea of "The 2nd day in the life of a jersey cow" but well see, if i do, he will have many an adventure before making it home. Many other things to worry about atm, plus this is the year i sit my Final highchool exams, so thats sorta a big deal.

I personaly like flash because you cran draw directly onto the stage and then change it Frame by frame, but yeh thats very time consuming. Most of the time i use a light box to animate difficult or longer sequences on paper then i scan them into the computer and trace.

However some users like Adam Philips creator of Bitey Of Brackenwood or Tim Buckly from Ctrl Alt Del user Graphics tablets which apparantly once your over the learning curve, really speed things up.

Ive considered getting one, but i havnt been able to find a cheap one, i dont want to put much money into it until im sure it will increase my productivity
Mark Pay (2008-01-28)
"I still hope to beat you to the completion of the game."

You're on! ;)

I've had a tablet for about 2 years myself and haven't used it much. It takes a while to get used to and I can use it for colouring in Photoshop, but I still prefer a mouse for pixel art and pen and paper for lineart.
Jimbob (2008-01-28)
I've just recently borrowed a tablet and have been having some great fun with it. I doubt I'm an expert yet nor do I think it will ever replace the trusty mouse for my pixel art, but I've produced some pretty fine drawings in the short time I've had it... so who knows?

[url]http://www.2draw.net/users/Jimbob/board
LachlanDavis (2008-01-29)
Now that im a little more practiced, i had a look at some of the stuff i had origionaly for TSE, and i looked at it in shame. I know what ill do now, once ive finished my current project ill draw up story board and post them here and get it right

Edit: DITLOAJC (day in the...) is in the running to win $250 dollars... woo! The top 2000 voters on newgrounds will vote on a panel of movies, one of which being mine, ill let yall know how that goes
LachlanDavis (2008-02-03)
Jimbob.... seriously, i took a look at those drawings.... are you serious, thats awesome.
Feel free to do backgrounds for my movies if you have the time...

UPDATE (6/2/08):
Shot Guide - 90% done
Storyboards - 90% done

all i need to do is tie up the story and fix some little discrepencies in the dialogue then Voice Acting... ill probably get other people to do the voice acting. If anyones interested and has a good microphone that doesnt hiss just say Aye.

Then i guesse, i can start animating.
I just finished watching chapter 10 of Minushi
www.minushi.com

Its awesome, this guy created a feature length film in Adobe Flash! Its pretty sweet.

_____To Do List____

Charachter Design sheets
Animation
Voices
Backgrounds (considering collaborating so i can get someone else to do them so that i can focus my efforts on the tricky stuff)

Release - End of the year :P (ive got my HSC to do after all)
LachlanDavis (2008-02-18)
Anyone here interested in Voice acting
I need

3 Male voices, 1 deep
1 woman voice
1 12y/o girl voice
Myrph (2008-02-18)
Meh, can't guarantee much, but my voice is on offer if you want it... depends on what exactly you want the voice to do! ^^;
YanPL-tse (2008-02-18)
omg, i'm so so so getting my mic back to work :P (from TSE1, my voice would best match Edward - bit naive, bit irritiaing male voice; or, angry Peter)
LachlanDavis (2008-02-19)
ill try get some concept sketches done in the fortnight and then ill put up some test lines for you to say and you can email me your voices after that.

Edit: On a good note, while if still been putting off charachter sheets, i did start doing some of the backgrounds tonight. Maybe screen shots soon
LachlanDavis (2008-02-28)
Screened!

http://img171.imageshack.us/img171/4195/tseshot1nc1.jpg

http://img184.imageshack.us/img184/5039/tseshot2zp2.jpg

Just a couple of backdrops, they need a bit more detail before im happy.
Im starte charachter sheets, and a bit of animation. But its still a looong way off.

anyways, Voice actors:
Send a sample of all the voices you can possibly do to Lachlan_is_psycho@hotmail.com :)

Nippon Ichi
TwiTerror

TwiTerror (2007-08-22)
I played La Pucelle tactics, funny funny game. Also kinda fun. I enjoyed it. (:
Mark Pay (2007-08-23)
Cool, that one is definitely on my 'to get' list. :D

I've been impressed by just how well Disgaea's light-hearted and humorous plotting works out. I've just played Chapter Six and it puts a lot of other games, RPGs and otherwise, to shame by remembering that there's more than one way to entertain and taking a break to throw in some levels that are easy, but so silly and fun that you enjoy them even more than the regular ones.

Any game that randomly decides to let you beat up a Power Ranger gets my two thumbs up. :twisted:
TwiTerror (2007-08-23)
Humor? Light-hearted-ness? Sometimes needing to feel like your quest really matters? Then you'll love LPT. (;

Not to mention, your choices make things happen a LOT of different ways.
cruz-tse (2007-08-27)
"Humor? Light-hearted-ness? Sometimes needing to feel like your quest really matters? Then you'll love LPT. (;

Not to mention, your choices make things happen a LOT of different ways."


*buys a gun and shoots the hero*

and now?

*shoots someone you are supposed to get*

haha now?

___

jk i wish i had a... whatever its called

Last of the preview TSE2 music
TwiTerror

TwiTerror (2007-09-01)
In preparing for the release of The Spirit Engine 2 I've been uploading some free music to Trax in Space (www.traxinspace.com).

I uploaded the last of the preview tracks today, entitled "Demonic Rage." I thought this was a good choice as it is based off of a track in the first game that I thought many players would find familiar.

http://www.traxinspace.com/search?search=tse2
Enjoy (:

For those curious, the TSE2 soundtrack currently features over 1 HOUR and 10 minutes of music in this fashion, and over 2 hours in draft melodies and motifs ready for further development. I've been thinking of releasing a special deal where if you buy the TSE1 soundtrack before TSE2 is released, you can receive a 1/2 off coupon for the new CD. This discount would apply to both the jewel CD and digital copies of the soundtrack.

I'd like to extend a hand of thanks to everyone who has supported the soundtrack in the first game and those who have encouraged me to continue, especially to Mark who's supported me from the day I met him. I can also gladly tell everyone who's been waiting that the screenshots that Mark has been posting don't do justice to the game itself.

Thanks (:
Lelle (2007-09-13)
Dude! That's rawsome :o
One of the most important aspects to a game, and it's great!
I love how this is coming together, since I've been watching all along. :P

It stronger than the other soundtrack, but it still has some of that TSE-feel to it. :D

Great work!
Mark Pay (2007-09-16)
This is only the tip of a very large and awesome musical iceberg. The work that Josh is doing on the soundtrack for TSE-2 is simply amazing and every time he sends over a new track for me to listen to I am left almost speechless with joy. I'm not exaggerating here, they're so rich, so beautiful and tender or so bombastic and dramatic and always full of character and bursting with life. I am blessed to have him working alongside me on the game.

Thanks Josh! :D
cruz-tse (2007-09-17)
"This is only the tip of a very large and awesome musical iceberg. The work that Josh is doing on the soundtrack for TSE-2 is simply amazing and every time he sends over a new track for me to listen to I am left almost speechless with joy. I'm not exaggerating here, they're so rich, so beautiful and tender or so bombastic and dramatic and always full of character and bursting with life. I am blessed to have him working alongside me on the game.

Thanks Josh! :D"


Lol, i found him and added him :twisted:

I must concur, his... erm... whatisitcallednowadays... masterpieces :roll: are of very high quality
Mr Nobody (2007-10-04)
I just can't wait to listen to ALL of it
TwiTerror (2007-10-05)
I'm glad you guys enjoy it. I got the Artist Spotlight at TIS for a while, which is nice. Also feeds some attention to the game.

The main theme is by far my favorite theme that I've written, and I can't wait for you guys to hear it!
TwiTerror (2007-10-08)
I added one more song, which is by far my favorite. This is NOT A COMPLETE version, however.

http://www.traxinspace.com/song/37574

If you'd like to download the song, don't hesitate to sign up for a free membership at TiS, no strings attached!
cruz-tse (2007-10-20)
"I added one more song, which is by far my favorite. This is NOT A COMPLETE version, however.

http://www.traxinspace.com/song/37574

If you'd like to download the song, don't hesitate to sign up for a free membership at TiS, no strings attached!"


:) As soon as the christmas holidays roll up, I AM DOWNLOADING ALL OF YOUR MUSIC!

And Dj Nutsack's...

and CruzBishop's... oh wait thats mine

I'm Back!
Mr Nobody

Mr Nobody (2007-09-28)
I haven't been on this site for ages... can anyone tell me what happened in the past 6 months? Anything to do with the spirit engine. I want to get updated with everything.
devastator-tse (2007-09-28)
I can't remember, sorry :(
Mark Pay (2007-09-29)
Hey Mr Nobody! Good to see you again. :D

I have put up an update today with some mixed news and an explanation of why there has been so little info recently in the TSE-2 forum at http://www.thespiritengine.com/forum/viewtopic.php?p=410#410
Mr Nobody (2007-10-01)
Thanks
cruz-tse (2007-10-20)
"Thanks"

Welcome back, i remember seeing you...

somewhere...

Look At This! It's still there!
Mr Nobody

Mr Nobody (2007-10-01)
The old TSE website is still there! Doesn't it bring back old memories?
http://tse.natomic.com/
Mark Pay (2007-10-02)
Ewwwwww ;_;

I still get a fair amount of traffic coming here from there too.
Mr Nobody (2007-10-04)
LOL! Funny. When you type in 'the spirit engine' into google, tse.natomic.com is the first thing that comes up.

MAJOR PROBLEM!!!!!
Mr Nobody

Mr Nobody (2007-10-04)
the TSE download link has been deleted! EVERYONE PANIC!!!!
devastator-tse (2007-10-07)
Is the download still available at the megaupload downloads? :? :? :? :? :?
Mr Nobody (2007-10-07)
You can get the buggy old version scattered around the internet.
Cdoublejj (2007-10-08)
i thought i left like 2 dl links just a little further down in the forums. you could always have people seed a torrent of it.
devastator-tse (2007-10-09)
If The Spirit Engine Is no longer avaliable, I won't be able to install it again if my Computer Administratior DELETES it. :?
Mark Pay (2007-10-09)
That's odd. I wonder why it was taken down. I'll reupload it when I get back tonight. Thanks for letting me know.
Mr Nobody (2007-10-09)
i think it might get deleted if no one downloads it for 30 days
Mr Nobody (2007-10-11)
The link is still deleted! what do we do? no TSE for anyone!
devastator-tse (2007-10-13)
Oh great, if it gets deleted, I'm DOOMED :cry: :cry: :cry: :cry: :cry:
TwiTerror (2007-10-13)
If it goes down I can gladly host it. (:
Mark Pay (2007-10-14)
Thanks Josh. :D
The download link ought to be fixed as of last Thursday evening. Let me know if there are any further problems with it. I know that there are some people out there still downloading the game - my bandwidth got hammered by a free games site direct linking to a version of 104 I left in public_html last month. ;_;
Mr Nobody (2007-10-15)
here are some links:
Your current host seems to be busy all the time...
# TSE104.exe of size 38.723 MB
http://www.filefactory.com/file/c6e948/
# TSEp101to104.exe of size 4.831 MB
http://www.filefactory.com/file/93a62d/
# TSEp102to103.exe of size 4.179 MB
http://www.filefactory.com/file/f565b8/
# TSEp103to104.exe of size 289.262 KB
http://www.filefactory.com/file/da58e1/
cruz-tse (2007-10-20)
:) Thanks josh.

Josh, i listened to the song you wanted me to hear, loved it :wink:

:D THANKS MARK! good to know i can put it back in ... over christmas holidays, eh? lol

Original Soundtrack Available at Last.fm
TwiTerror

TwiTerror (2007-10-28)
The original soundtrack is available for previewing at Last.fm now.

http://www.last.fm/music/Josh+Whelchel/The+Spirit+Engine+OST

The entire soundtrack can be downloaded at:
http://tse.syntesis.org

Enjoy (:
cruz-tse (2007-10-29)
"The original soundtrack is available for previewing at Last.fm now.

http://www.last.fm/music/Josh+Whelchel/The+Spirit+Engine+OST

Enjoy (:"


;) Thanks josh, appreciate that :P

*wondering if you will host on TiS... lol*
Mark Pay (2007-10-29)
This is great Josh. :D Thanks, it'll cheer me up at work.
TwiTerror (2007-10-30)
Booyah, Mark's 100th post. And my 25th is this. That means I'm only 1/4th the worth of Mark! :O oh my.
cruz-tse (2007-11-02)
"Booyah, Mark's 100th post. And my 25th is this. That means I'm only 1/4th the worth of Mark! :O oh my."

uhh

WOW

...

Congratulations to you both :P
TwiTerror (2007-11-05)
You may now download the soundtrack for free
http://tse.syntesis.org/

or at the last.fm site. (:
cruz-tse (2007-11-07)
"You may now download the soundtrack for free
http://tse.syntesis.org/

or at the last.fm site. (:"


:D

*downloads while i am on the phone*

ill comment later

edit: omg... never mind... ill just use the last.fm online player...

Big O_O

"Bigbigbig but funfun!"
chaos-tse (2007-11-10)
Thanks. This soundtrack is genius.
Mark Pay (2007-11-17)
Fantastic Josh, thanks! I'm downloading myself, just so I can put them in winamp and have it shuffle in the background.

170mb? wow. :o
TwiTerror (2007-11-19)
Haha, didn't you already have the soundtrack? :o
Mark Pay (2007-11-20)
Well, I had the player app, but it doesn't shuffle and tends to stop playing when it loses window focus. It's a lot more convenient to have them in .mp3 format., thanks! :D

Exclusive Music Available and Interview with Me :P
TwiTerror

TwiTerror (2007-11-04)
There is a podcast called the "Klikcast" that featured me in a phone interview which also features music that hasn't been heard before from TSE2.

http://www.create-games.com/download.asp?id=6903
(The formal link)

iTunes users can subscribe automatically by using this link:
http://pods.syntesis.org/rss.php?id=1

Or if you don't want to sign up for an account
http://pods.syntesis.org/kc/klikcast-episode-3.mp3

I'm first up. :P
cruz-tse (2007-11-07)
"There is a podcast called the "Klikcast" that featured me in a phone interview which also features music that hasn't been heard before from TSE2.

http://www.create-games.com/download.asp?id=6903
(The formal link)

iTunes users can subscribe automatically by using this link:
http://pods.syntesis.org/rss.php?id=1

Or if you don't want to sign up for an account
http://pods.syntesis.org/kc/klikcast-episode-3.mp3

I'm first up. :P"


CONGRATS!!!

...

Ill listen when I figure out how my cousin stuffed up my sound
Mark Pay (2007-11-17)
This was a good interview Josh. I wish Rikus had spent more time with all of his guests, especially yourself.

I'm a little embaressed that I'm currently unable to promote the game myself. :( I'm sorry about this and I look forward to the time where I'm able to do something.
TwiTerror (2007-11-20)
I was really just promoting myself, if you think about it. The time will come when we can both go on a "The Spirit Engine II" spree, and what a day that will be ! :D

The Spirit Engine 2 - Premonitions
TwiTerror

TwiTerror (2007-11-27)
This should be on the frontpage soon (?)
Full news post at www.syntesis.org
--

The Spirit Engine was the first freeware video game to sell both physical and digital copies of its soundtrack. Currently in development, "The Spirit Engine 2" features a soundtrack that lives up to this reputation. To celebrate, Mark Pay (developer of The Spirit Engine) and I decided to release music that was created during the development of the sequel but has since been replaced due to new resources.

The Spirit Engine 2 - Premonitions is a four volume collection of music inspired by The Spirit Engine, and contains nearly two full hours of free music across 92 tracks. The first volume of music (19 tracks, ~28min) will be released, for free, on December 7th, 2007 at www.syntesis.org/tse2/premonitions

Tentative Release Schedule:
December 7th, 2007 - Volume 1: Selections
February 2nd, 2008 - Volume 2: Calling of Fate
April 3rd, 2008 - Volume 3: The Few Who Cross a World
June 4th, 2008 - Volume 4: A Lost Dream
TwiTerror (2008-02-02)
Happy February 2nd everyone!
http://www.syntesis.org/tse2/premonitions/vol2
TwiTerror (2008-04-03)
April 3rd is fun for everyone!
http://www.syntesis.org/tse2/premonitions/vol3

Forum Signup Changes ( 1st December 2007 )
Mark Pay

Mark Pay (2007-12-01)
I'm sorry to everyone who has tried to sign up to the forums in the last few months.

Since I have some spare time at the moment, I finally sat down and tried to fix the registration system to keep out spambots while allowing normal users to sign up with ease. I didn't bother trying to install any 3rd party captcha and instead tried writing one in myself.

It's not a pretty solution. I think it works. Let me know at http://www.thespiritengine.com/Images/mailaddress.png if you have any further problems signing up.

TSE 1 Last boss on level 41
Hempuli-tse

Hempuli-tse (2007-12-02)
Hi!
I'm a newcomer here, though I've played TSE since it's release. I've tried different strategies (actually this forum gave me many ideas), and one day I wanted to test what is the lowest level you can complete the game on?
After a few tries I found the way to not get too much exp, and finally won Mystical defense mechanism ZETA on level 41.

Here's a video: http://www.youtube.com/watch?v=DQrw0eCahR8

I used the group that was used in the walkthrough, so there were Peter, Zepher and Matthieu.

Say what you think!
Mark Pay (2007-12-03)
Hi Hempuli! I'm sorry you had to wait so long to get your account activated.

Thanks for making this post. It was great to see the video of the end boss fight, I've not played that part of the game for close to four years now. The art hasn't aged as badly as I had feared. ;)

Winning at level 41 is really impressive. I didn't realise it was possible to get to the end of the game at such a low level, let alone win. Good job! I'd be interested to hear how you managed to avoid collecting exp.
ROD (2007-12-04)
" Good job! I'd be interested to hear how you managed to avoid collecting exp."

Yeah, me too!
I love those almost lost battles *sweat* :D
Hempuli-tse (2007-12-05)
I don't remember all the things I didn't do, but Mostly not doing some quests, and, in the desert part, I skipped shifting sands (or was it shifting sands?) by visiting Tsa Tse, killing Granael and then going through his lair directly to Elans tomb. Also, the pocket dimension was totally forgotten and so on.
There was also a bug in the Mango republic, where I fought Gigliana without completing the two sidequests (can't remember how it happened, probably something about saving).

Oh, and np Mark, it's cool to be here at last ;)

EDIT: Oh, when I said the bug was probably about saves, I didn't mean I changed them, there was just some load-save-die-combo that caused me to jump over those 2 sidequests. Actually I didn't mean to do that, it just happened :)

Premonitions Volume 1 Released Today!
TwiTerror

TwiTerror (2007-12-07)
In about 30 minutes, Premonitions Volume 1 will be released!

This link will work at 12am EST on December 7th, 2007!

Volume 1 – Selections

1. Groovy Roll
2. Transcending People ~~
3. Children at Play
4. Roses of Red
5. Confrontation
6. Dark Artifact
7. Clay 13 Saves the Day
8. Let's Go! Our Victory Song
9. Misty Clouds
10. Falls of Funk
11. Feng Shung Dojo
12. Omen
13. Twisted Knife
14. Adjanti Heart ~~
15. The Great War
16. Ascension of Batiste ~~
17. Miniboss Battle ! ~~
18. Devil's Weapon
19. Infinite Prayer

27 minutes, 59 seconds
Mr Nobody (2007-12-20)
WOWEE! that's great!
Lelle (2007-12-20)
Oh, this is just lovely :D
I'm really longing for the other parts. :)
You are a great musician. ^^

The spirit engine download
prfp

prfp (2007-12-08)
I have been experiencing trouble to download the game, could anyone send me the file, or even a link that doesn't display an message like "all the avayable slots in your region are taken " or "the sistem is at full capacity, try later"
TwiTerror (2007-12-08)
I had no trouble here:
http://www.sendspace.com/file/l1lqxb

Near the bottom it says "Download TSE104.exe"

(:
prfp (2007-12-08)
I had already tried that one, but thanks anyway.
prfp (2007-12-08)
it shows either one of the messages:

The download link has been updated (error: #10).
You may now download the file.
Download Link: TSE104.exe
Your browser does not support JavaScript or JavaScript is disabled. You must enable JavaScript or use a JavaScript supported browser for this site to function correctly.


Sorry, the free service is at full capacity.
Please try later or upgrade to sendspace Max™ to enable guaranteed slots and instant, fast downloads.

Can retry in 54 seconds
TwiTerror (2007-12-08)
I'm uploading it to megaupload now, I'll post a link when it's completed.
TwiTerror (2007-12-08)
http://www.megaupload.com/?d=XCL7OXIW

It's another one of those sites, but you should have better luck.
prfp (2007-12-08)
[size=24:7d51e9dab1][color=indigo:7d51e9dab1]Thank you so much!!!!!!!!!!! :D :D :D :D :D :) :) :D :D :)
Mark Pay (2007-12-09)
Oh wow, thanks for sorting this out Josh. :D
Mr Nobody (2007-12-20)
I posted a link in the major problem thread.
http://www.filefactory.com/file/c6e948/
codise (2008-04-01)
Seems like it's nearly impossible to download the game from www.sendspace.com as it just says that the servers are busy and makes you wait another 60 seconds.

I've waited about 10 times that amount and the servers are still busy (one time it said that the link was changed but still didn't let me download it).

One free download mirror site that could be used as an alternative mirror is http://wikisend.com

Also it would be nice if these download links in the forum would be mentioned in the web pages also...

If this game wasn't so interesting I would had never searched for a working download URL here in the forums, registered here and posted this message.
ROD (2008-04-02)
I could upload my version on rapidshare and post the link (used to work well)

here it is:

http://rapidshare.com/files/104387720/TSE104.zip.html
Mr Nobody (2008-04-09)
the more mirrors we have the better :P
Coramoor (2008-06-03)
Hi, i've been trying for days to download TSE. The link on the download page doesn't work for me, neither does megaupload nor rapidshare... They always say my country's download limit has been reached. Can someone please upload it to a friendlier sharing site? :(
ROD (2008-06-03)
Good luck with this:


http://wikisend.com/download/241992/TSE104.exe

TSE-2 Combat Interface Manual
Mark Pay

Mark Pay (2007-12-10)
I will be able to get back to work on TSE-2 soon and start updating again properly. In the meantime I was digging around for interesting material to share and decided it would be worth putting up the reference manual for the combat system which I was writing some time ago.

It might help to illustrate in more detail to anyone curious where the combat has been improved from the first game. I have uploaded it here:
[url]http://www.thespiritengine.com/Files/Manual/combat.html

It's unfinished. I'm not happy with the vertical size of it. I'd like to do it mouseover tooltip style, but IE throws an ugly warning for offline Javascript for some reason and that irks me. :)

It's certainly a more complex interface and takes up more of the screen, but it's worth it. The combat plays so much better than the first game and is a lot more responsive and fun.
Here's a comparison of old vs new:

Old
http://www.thespiritengine.com/Images/tse1shot01.png

New
http://www.thespiritengine.com/Images/tse2shot01.png
Jimbob (2007-12-16)
Looks great, although remarkably complicated from that manual. Maybe you should not try to tag all the things on one image, or as well provide a little image displaying the relevant item when you discuss it. I imagine for the status effects etc. these will be added anyway.

Anyway, from all the little additions, I can't wait to see how this plays out!
LachlanDavis (2007-12-19)
*drools in anticipation*

Yeh i agree with jim about the not having everything tagged on the one image to make it less cluttered but other than its all lookin awesome
Mark Pay (2007-12-31)
Thanks for the feedback guys. I'll see what I can do to make it read better when I get round to finishing it off.

Frets on Fire
LachlanDavis

LachlanDavis (2007-12-12)
I found this game a while ago, some of you may seen in, if your a fan of guitar hero its worth checking this out. Rock out with your keyboard.
Unfortunatly there are only 3 set songs, you have to make/download the rest

http://www.fretsonfire.net
And i reccomend checking out the Recomended song links here
http://www.lazyknapman.com/fof/
Myrph (2008-01-27)
This game is actually awesome! Been playing this as a substitute for the Guitar Hero games for ages!

FoF Fan Forum is a brilliant site for downloading new tracks for it, simply sign up to view all the songs people have uploaded for it!

clemetas skill points
prfp

prfp (2007-12-13)
I would like to know what are the best skills for me to invest on while using Clemetas
ROD (2007-12-13)
"I would like to know what are the best skills for me to invest on while using Clemetas"

When forming a Party and chosing a Character you can click on a button named "toggle details" to get the information which skills are best or worst for each

Clemetas is best in Silver Bullet and Holy Bolt afair
and he is bad in Party Heal.
He is not espeacially good in HotG, but, that being a very powerful skill anyway, it´s also possible.
(Maybe Silver Bullet as main skill and spend some points from tme to time on HotG to use on the Monsters immune to normal damage)

Projectile Glitch
Hermit

Hermit (2008-01-01)
Hey,

I've recently encountered a glitch whilst playing by Chaos' speed walk through in world 3.

After going through the Government building and passing half-way through Blue Sapphire Bay, I encountered a projectile glitch with Peter. Instead of his normal, straight sharpshoot attack, he began to shoot about 30 degrees lower than the target, making the shot head to the lower-right hand corner of the screen, resulting in a pointless, vital attack.

I've attempted to fix this glitch by switching to different skills, such as recharge, then switching back to sharpshoot, but this problem still occurs, usually causing my party to die, due to the fact that normally there are enemy sea mares in the opposing party, immune to Mat's HotG.

Is there any way to fix this problem, apart from changing Peter's main skill to something else and/or continuously reloading back to the same area hoping for opposing parties to randomize to something else?

Thanks,
Hermit

PS. First post! Not exactly the most positive one though, sorry 'bout that :?
Mark Pay (2008-01-01)
Hi Hermit. Sorry this bug has been causing you trouble. I've taken a look over the old code and decided to blame MMF ;) I remember encountering this before and I think it is an odd glitch in the way MMF calculates a direction, although I could be wrong.
Did you try firing with Peter at the back of the party? If this bug occurs at both the front and the back, I can try and build a quick patch, although I am hesitant to do this because the version of MMF I am using now is different and I can't guarentee that some unknown changes might not be introduced. ( They shouldn't, but you never know )
Hermit (2008-01-01)
Thanks,

Yes, placing him in the front of the party when he shoots fixes the problem, but if he's in any other position, the glitch occurs. I can play the game through like this, though, so it isn't a HUGE problem, but it may cause an inconvenience later on in the game where I need Peter at the back of the party to be healed, so putting him in the front to fire could get him killed.

Perhaps you could attempt to fix this glitch in the newest TSE patch you're working on, It'd be much appreciated!
Mark Pay (2008-01-02)
I'll give it a go. :) It's been 4 years since the last patch, but this is a simple fix so hopefully it won't take too long. My main concern as I said is whether anything else changes when I rebuild with the newer version of MMF. I'll try and get it done by the weekend.
Hermit (2008-01-02)
Thanks, you shouldn't be under any obligation to have it finished by a fixed date, just take your time. :D

You've got enough on your hands with TSE2 anyways, you're kind enough to be fixing minor glitches like this for us.

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.

New Developments
Jimbob

Jimbob (2008-01-03)
Tasty looking screenshot there on the frontpage :)
Now you're all freelance, maybe you should poke up a little donation button. You never know, now you can start to push it a little more, you could get a few 'preorders' that way :P
TwiTerror (2008-01-03)
I'm a big advocate for the pre-order idea. I'd help push it by giving a discount to those who pre-ordered for the soundtrack, as well. But I think even that's far from now (;
Mark Pay (2008-01-04)
Thanks for the support guys. I'm not comfortable with a donation button since TSE-2 won't be freeware. I'm not keen on pre-ordering, at least at this stage, because I don't have a demo available and can't guarentee a release date. I do like the idea of a soundtrack bundle discount though, we should do that. :D
Lelle (2008-01-05)
When you're at a later stage of development pre-order might be a good option, if there is a discount of some sort i guess.
But for the now being no-demo game, I'd keep with you and say it's a good thing to wait. :P
But i must say, i would probably pre-order already since it looks so darn awsome, using the true meaning of awsome. *gasping for air*
Hope the progress will be swift but good. Don't try to rush it, that'd probably give a less good result.
And yeah, add more videos/screenshots/everything! I love watching all this stuff.
Keep it up!

Just a Wild Game Venture
ajk123

ajk123 (2008-01-04)
well... i was wondering if somebody cud help me out, im starting to design my own games (i.e, rpg mainly) and would like to use the multimedia fusion to create them, if anybody would be willing to help me out, i will eventually be making the games and selling them..just a little wild venture, please any ideas would be great thanks aj,
Hermit (2008-01-04)
Making games is no easy task. It takes time, effort, skill, and particularly patience to make a good game that people will enjoy.

Multimedia Fusion costs cash, a lot of cash, so I personally wouldn't go buying it even if I had the money without any pre-programming knowledge. I suggest you start out with something easy, like RPG Maker XP, or purchase one of Ensemble Studios' games (If your into the RTS genre - Age of Empires III, Age of Mythology, etc.) and get used to their editor, this will prepare you for the real thing later on.

You're likely not going to make a selling game unless you get a team of programmers together, as well as to have a little bit of programming knowledge yourself. I'm sure at one point in every concurrent generation person's life, every computer-interested kid out there's wanted to make games. Well, there's a lot of competition out there, so it's not easy to get a hit going, unless your game is truly unique (Spirit Engine :wink: ).

Mind you, everyone starts somewhere, and if you're interested in game-creation, good for you! Remember, games aren't the only thing that makes people financially successful in life via computers, there are many other programs that you could create, that have nothing to do with games, that people need.

I hope this helps, and be prepared to spend a tad bit of cash :D

Hermit
ajk123 (2008-01-05)
thanks for that mate i think ile hang fire for just a wee while lol, i thought it would be easy but i was gravely mistaken lol cheers all the same
Mark Pay (2008-01-05)
Hermit is spot on. If you're short on cash, the Games Factory 2 ( cut down version of MMF 2 ) can be had for £35, which isn't too bad.
Just start ( very ) small, don't try anything ambitious and don't expect to achieve anything significant without putting a lot of work in. You need time, motivation and an idea that is important to you to achieve much.
RPGs especially are extremely content-heavy so I would avoid them. Simple platformers are a good starting point and you'll find that they're popular projects on sites that cater to beginners such as www.create-games.com

Making games seriously is nowhere near as fun as playing them. It's frequently tedious and frustrating. It is very rewarding though. :D

Max mana level = Magic Immunity??
YanPL-tse

YanPL-tse (2008-01-05)
There was a "hint" in 1st world about it, but i've never spent even one point for mana to check it. Is this true?
Also, why game does not check if mage uses a weapon? I've got -10% cooldown for nickel plated rifle or something by save editing with 3xMage party to beat the last boss.
ROD (2008-01-06)
"The value of a character's BASE mana pool is used to resist magical attacks "

from the Spritual Compendium in the Help Section of the game

You can recharge Mana higher than that during battle, so your headline is not exactly right (but there are Items that increase the base mana).

For the gameplay it certainly makes a different to have some points spend on Mana Skill.

I didn´t understand your second question, sorry
Hermit (2008-01-07)
As for your second question, mages are not supposed to have weapons, therefor, they cannot wield any.
YanPL-tse (2008-01-15)
How is it working? Is magic damage decreased by my "BASE mana pool", or rather if I gor 30 mana I am completly immune to magic?

as for second question, my point is that game should check savegame when loading wether mages have weapons or not, and remove those weapons from mages weapon slot.
Mark Pay (2008-01-16)
I think the reduction is related to base mana pool, though I can't remember 100%.
Hermit (2008-01-16)
Woah Mark, you're not in Ireland anymore!
Mark Pay (2008-01-18)
Yeah, I moved back when my job finished, swapping wet and windy Ireland for wet and windy England. :) I was living in Galway which is a lovely city and recommended if you're ever visiting the west of Ireland.

What happened to Chosen Slayer
DBAce9Aura

DBAce9Aura (2008-01-12)
Long ago, during a visit to the Natomic Studios website(back in like what 2004 or 2005), I saw an RPG project called Chosen Slayer being worked on. I wonder what happened to the project or better yet, where the creator's been.
Mark Pay (2008-01-12)
I believe that could have been Mårten. I can't quite remember what name he was using at the time, it was something different I think. He joined just before the site went down and was very quiet, so I didn't get to know him.

Anyway, if it was Mårten, he was involved in Fret Nice ( http://www.fretnice.com/ ) It's supposed to be really good, but I don't have the guitar to play it with.

I assume Chosen Slayer was abandoned, which is a shame because it looked lovely. :(
Jimbob (2008-01-13)
http://web.archive.org/web/20050528074619/www.natomic.com/game.asp?id=22

This one. I can't remember Meric that well. :S
Jimbob (2008-01-14)
Also: http://www.natomic.com

Who's behind this aye?

NB: There's nothing in the source... honest :P
Mark Pay (2008-01-14)
Well that's the first I've seen of that. :?
LachlanDavis (2008-02-06)
"<!-- The games have just begun! Stay tuned for a sekrit URL here soon! -->"

Programming
james_cheyne

james_cheyne (2008-01-16)
Did not know which part to stick this in so i thought here would be ok anyway quick question i was having a think i have played a couple of games simmaler to this and people that have played the games have also contributed ideas and design e.g extra bits like extra storys and stuff i was just wondering if this is posible with ever spirit engine 1 and or 2 or not.
Mark Pay (2008-01-16)
Hi James,

Unfortunately, TSE-2 is a fairly closed system. The overhead required to make the game moddable enough to let players insert new content would be huge, and certainly too high for me. MMF 1.5 as a development platform also imposes some significant restrictions on moddability ( for example, importing and using external graphics in 1.5 is quite unwieldy )

There will be the opportunity to mod the dialogue, items and skill stats in TSE-2 as I will release the editor I have written for them.
There were several threads where I took suggestions for features and improvements in TSE-2 on the old Natomic forums (gone now, but saved on my HD). But that was 4 years ago and with the game almost finished now, it would be unwise of me to make any significant changes.

TSE-1 is entirely hard coded in MMF. It wouldn't be moddable without the source code and even then I wouldn't recommend it. You'd be better off writing your own game. :)
james_cheyne (2008-01-17)
oh ok i was just enquiring thats all lol
ugraugra (2008-03-25)
"There will be the opportunity to mod the dialogue, items and skill stats in TSE-2 as I will release the editor I have written for them."
Does it mean that it'll be easy to translate TSE2 to other languages? It would be perfect 8)
YanPL-tse (2008-03-26)
ugraugra: good point! I could perhaps do Polish version.

As for modding support - it's so much effort! Overhead is huge, as far as I can tell that's lots of work to do, especially if you don't begin making a game with creating modding structure. Later it's so much to replace that nobody will go for it.
ugraugra (2008-03-26)
You are from Poland? Heh, greetings from Prague, i could do Czech version.
LachlanDavis (2008-03-27)
And i could do an Australian version! :wink:

Odd Glitch
Hermit

Hermit (2008-01-19)
Spotted a glitch today, take a look at it:

http://img169.imageshack.us/img169/2271/tse3cm7.th.png

The sheriff is facing the opposite direction of which he's shooting! :D

This doesn't effect game play, but I thought I'd show you it anyways.

Hermit
YanPL-tse (2008-01-20)
ah, so this is what happens when Hermit is fighting himself :P
Hermit (2008-01-21)
Lmao, never thought of that :D
ROD (2008-01-21)
I´d like to know: in which direction did he shoot, did you see his bullets?
...maybe Frost Wolves sneaking up from behind, sure you killed everything 8)

From time to time I´ve experienced bullets flying in weird directions.
Mark Pay (2008-01-21)
Oh dear :(
Hermit (2008-01-21)
That wasn't the case, the bullets the sheriff was shooting were shot directly at the hermit.
YanPL-tse (2008-01-30)
you just must have been sitting by left side of your pc screen :P

Check out my animation
LachlanDavis

LachlanDavis (2008-01-24)
http://www.newgrounds.com/portal/view/421649

Before i do the TSE animation ive done this to build my chops, check it out and vote 5, oh and tell your friends, i need all the help i can get to keep this thing a float

hand of the gods & paladins golden flece jacket
monsoonasiian

monsoonasiian (2008-02-01)
has and body had a bug where u use hand of the gods and then if u press right or left depending on which direction your fighting the opponent hand of goods just moves that direction if u haven't sene it try it, and what do u think about PGFJ is it worth getting ???
Hermit (2008-02-01)
That's a really odd glitch. I don't think anyone's noticed it because the arrow keys aren't used in combat :P

http://img102.imageshack.us/img102/7315/tse4pq7.th.png

As for the jacket, it's got good stats, if you can get it, get it.
monsoonasiian (2008-02-01)
yeah i already got the pgfj it's pretty great but heal is a bit slow and the greanls kids :shock: :shock: ahhhhh stops my sharpshoot damn but still got out without getting killed hahaha
Mark Pay (2008-02-09)
This is the result of some awful coding. Some of the effects used the default MMF platform movement for positioning, and I forgot to disable the user input for them. :(
fell (2008-02-15)
how do you get pgfj?? i could never find it!

REVIVE NATOMIC!
revive natomic!

revive natomic! (2008-02-05)
[size=24:9328294404]NATOMIC NEEDS TO BE REVIVED!


Anyway,why it's dead?
LachlanDavis (2008-02-05)
Natomic is dead because everyone left, will it be revived, probably not, but Hopefuly Mark Pay will be able to build his own community off the success of TSE - 2
Mark Pay (2008-02-05)
The website broke and was never fixed. With no unified web presence for the better part of a year, everyone just wandered off to set up their own sites. It's been a long time now - three years? Those of us who were really serious about making games - Alonso, Blake and myself, are doing well enough on our own now, so I don't see it reforming with the original crew anymore.
revive natomic! (2008-02-05)
i really wanted to get the natomic games...But now Natomic is dead....There is other way to get the games?
Jimbob (2008-02-05)
Natomic is not really dead.
(Mouse over the question mark and check the end of the source)
revive natomic! (2008-02-05)
but there is other way to get the Natomic games?
YanPL-tse (2008-02-05)
yep, and revive pope JPII too. He also was important to many people, and it might be a good influence on all of the world, but there is just a bit of impossibility in doing it.

Don't consider it a joke on JPII, it's not meant to be; but before one does some request, one shall check if it's possible to get something achieved.

Anyway, I suppose getting back natomic community would be cool, and could even "change the world" or "make difference". Community is a good thing to participate in, I think. Have you got e-mail adresses of Natomic Studios related folks? Perhaps some forum-contribution from them could revive the community; if not for creation of plenty of games, for example for nice smalltalk.
Alonso (2008-02-06)
Frankly, I don't think natomic is ever coming back. I'm still publishing HFA under the company name and under Agnes (which is my own company), but it's really just for fun.
TwiTerror (2008-02-06)
Hey Alonso! Did you ever get my email? :P

My latest Audio submission
LachlanDavis

LachlanDavis (2008-02-07)
I guesse im showcasing again....
I have some songs on the internet under the creative commons license, most of them are rubbish that i made years ago but i made a new one thanks i thinks all right.

http://www.newgrounds.com/audio/listen/122365

Take a look and tell me what joo think :)
YanPL-tse (2008-02-07)
gee, better than I estimated, listenable even for those who don't like rock. I'll try rest of your NG submissions.
Myrph (2008-02-07)
I must say that was pretty awesome, especially for homebaked stuff! Probably wouldn't download it, but didn't mind listening to it in the background!

Keep up the good work mate! ;p
TwiTerror (2008-02-07)
Hey mate! I'm glad to hear some more composers traveling around these parts of the interweb!

This really isn't bad, although some of the production work on the guitar is a little weird (sounds very thin in the mix initially).

My production skills aren't exactly top-notch (really been working on that for TSE2 and in the past year they've become much better than what TSE1 showcased (by a lot, I'd sa)), but I think if that main riff had a little more bass it'd be more sound.

The crash cymbals also seem a tad on the loud side, but that's just nitpicky. Overall, I really enjoy this. If you're looking for some good feedback I'd encourage you to submit your stuff to www.traxinspace.com. It has a really friendly atmosphere (as long as you don't take the current rating system too seriously. If you're looking for serious comments, you simply need to request them from the right people. I can get you pointed in the right direction, if you like...).

Anyway, keep it up. This is a lot better than your description led me to think it would be. Never sell yourself short! (:
LachlanDavis (2008-02-07)
Hye thanks for your feedback. Yeh i had quite a battle with the bass, see i dont own a bass yet and borrowing one seemed like to much effort for what it was. So i just used the FL studio plug in. I had a long battle with the EQ and the volume. I EQed the bass so that it sounded good and gave room for the kick but then it would clip the whole song :) So ill take a look at it again and see what i can do.

And ill see what i can do about the crash symbals (its another plug in) ;)

Cheers guys

Remove Anti-Cheat!
revive natomic!

revive natomic! (2008-02-07)
I need to know how i can remove the anti-cheat thing!!! :(

Really,i have completed it on the normal way,now i want to try with cheats!There is a way to remove it?Or the max number i can enter,so the game won't crash?

PS:I want,really want a LOT more how to remove the Anti-cheat thing.... :( :? :?:
Myrph (2008-02-07)
Surely you can't be serious?
A) Why would you want to remove the cheat thing? Its there for a reason!
and B) Honestly, who are you expecting to give you this information? Somehow I don't think anyone is foolish enough, or naive enough to divulge such information! If you want to do it, find it out for yourself the old-fashioned way! Chances are you'll gain more entertainment from that than from actually playing it with excessive values...
revive natomic! (2008-02-07)
I am talking serious.If you don't mind,play in your way.I play in the way i want,and you play in the way you want.This goes to everyone,too.

If someone know how to remove it and don't want to say here,PM me the way. :)

Sorry,but i sometimes dislike people that don't like cheaters.I just want to play in a different way!Isn't that bad!Even if it's boring! :(
TwiTerror (2008-02-07)
I'd help, but I don't know that there is exactly a solid way of doing it. Mark did a good job of making that a challenge (;
revive natomic! (2008-02-07)
Mark is the creator of the game,so i think he is the only person that know how...
YanPL-tse (2008-02-07)
well, you can easily try what are the max experience levels on each world, what items can you use at which world and so on. I could get all of talismans and all of armors/guns in world 1, but game crashed after i loaded savegame with some of them. Try finding best what you can have/be without going over limits. I don't think anti-cheat is going to be lifted some way, but you can bend some of the rules up to cartain values.

PS. your requestive words with exlaimation marks all over them are a bit irritating. Slow down, fellow, or be ashamed. or, whatever, do what you want, but don't behave like dumb.
revive natomic! (2008-02-08)
But i hope Mark tell me the way...

PS:Remember that if you don't want to say here,PM me!
Mark Pay (2008-02-09)
The anti-cheat checks are hard-coded into the game. They check for numbers which should not be be achievable until after the current level.

I do intend to remove them in a future patch. Unfortunately, more work on The Spirit Engine is taking a back seat at the moment because I am still trying to get TSE-2 finished and TSE-1 is a very old, ugly and messy game.
Hermit (2008-02-14)
Mark, don't be so hard on TSE-1, it's still a great game and a masterpiece by my standards :)
YanPL-tse (2008-02-14)
yup, not all games offer saving the universe in 12 hours :P plus, storyline is nice, graphics blast off other freeware titles
ROD (2008-02-15)
Hey, if you listen to great old music recordings it´s still entertaining and delightful despite the "poor recording quality" or whatever....
There´s content to be obtained that has nothing to do with scratches on vinyl or software bugs...
if you understand what I mean (ok. just wanted to say TSE is still a great game, I liked the TSE2 Combat video by the way...)
Mark Pay (2008-02-15)
Thanks for the kinds words guys. :D I think it's natural for anybody to be dismissive of their past projects. If I hadn't improved enough in the last 4 and a half years to find my old work embaressing, I ought to be worried!
YanPL-tse (2008-02-16)
it's plain and natural for evolving "artist" to be ashamed/embarassed a bit about his old projects.
If it wouldn't so, we should be afraid that his skill didn't grow at all!
So, it's good to know that TSE was "worse" than TSE2 will be; it exactly means that TSE2 will be even better.
revive natomic! (2008-09-04)
"The anti-cheat checks are hard-coded into the game. They check for numbers which should not be be achievable until after the current level.

I do intend to remove them in a future patch. Unfortunately, more work on The Spirit Engine is taking a back seat at the moment because I am still trying to get TSE-2 finished and TSE-1 is a very old, ugly and messy game."


You will do this now?(yes,i'm a impatient person.)
Mark Pay (2008-09-04)
I still don't know. TSE1 has some other genuine issues that would take priority.
YanPL-tse (2008-09-04)
maybe you could remove skill limit, or add an item editor. A thing adding some new game experience - something considered an absurd before.
Mark Pay (2008-09-05)
I'm going to give it some serious thought. The code is such a mess that just thinking of my last attempt to fix the music crashes makes me shudder. :(
revive natomic! (2009-02-12)
Do you have a decision?
Mark Pay (2009-02-15)
It might be better for me to release the source code instead. I don't think I'm ever going to be at a point where I have nothing better to do than edit TSE1. :(
Akatosh (2009-04-08)
That'd be awesome. I know for a fact it'd make at least one easily excitable fanboy giddy with joy... and if you're not working on it anymore anyway... :wink:
Mark Pay (2009-04-08)
I put together the required files for somebody a few months back, but unfortunately that never went anywhere and I deleted them off the FTP. It's only possible to open the source in MMF 1.5, which is a discontinued product. There's demos of 1.5 out there that ought to let you open it, but not build the .exe.
If you're still interested I can go and hunt out the required missing extensions on my old PC and re-upload it all.
Akatosh (2009-04-11)
Yeah, that would be great. As for compiling the exe, I think I know somebody who owns that version of Multimedia Fusion. As I said, you'd make at least one fanboy (and paying customer :P) quite happy. :)
Mark Pay (2009-04-14)
I've had trouble trying to upload the larger files over the weekend. The FTP connection keeps dropping. :( I'm not sure if it's my ISP or the host. It's done this before, but not for a long time now. I need to see if I can find a way around.
Mark Pay (2009-04-19)
I'm sorry that it's taken me a while but I've gotten the files uploaded at last:

http://www.thespiritengine.com/Files/TSE1/

There may be some extensions missing, let me know if you have problems loading it.

As a disclaimer - the game and its contents remain the property of myself and Josh. The source is being provided for personal use only.
You may not re-release or distribute the game or any of its assets, altered or not, to the public without our permission.
I need to say that just in case somebody tries to do something silly with the source. I warn you that the code is very bad, so I hope you weren't looking to learn anything from it! :)
Akatosh (2009-04-23)
Yaaaaay! :D

Thanks for uploading. I'm not sure what I wanted to do with this either (apart from prodding around in it), but don't worry... I'm highly resistant against new knowledge anyway. :wink:
Mark Pay (2009-04-23)
Well, good luck! :D I have enough trouble figuring out my own code that I wrote 6 months ago. TSE-1 has long since been an incomprehensible mess to me. ;)

Game time completion high scores
LachlanDavis

LachlanDavis (2008-02-11)
Just an idea i had. But maybe have a high score list based on game time completion.
Mark Pay (2008-02-11)
I had been thinking of adding such a feature.
My timetabling is not going to plan at the moment. I had been intending to patch it in after release if there was sufficient interest, but I may get time to look at it beforehand now.

Any ideas for other stats to collect? :D ( some may be much easier to track than others at this stage ) I'd like to keep a separate timer for time spent in battle too. Since there's 3 speeds there, I'm not sure if I should calculate these in actual time, or game clock time.
Myrph (2008-02-11)
Not sure how easily you could implement this, but perhaps a counter that clocks how many times each character uses a specific ability? That would be pretty awesome! ;p
LachlanDavis (2008-02-11)
i dont know what part money plays in the game but you could score that, or important items.

I think with the battle clock, calculate it in game speed time, so that the players who are experienced enough to play it at a fast pace get rewarded.
Mark Pay (2008-02-12)
I like that idea Myrph. Collecting those stats should be easy enough, displaying them all at the end would take a bit more work.

Lachlan - Money and items probably wouldn't be too exciting a statistic, since money is found at regular intervals rather than collected from defeated monsters. I should probably record both real and game-clock time for battles.


Making a note for myself:
- Damage dealt.
- Damage received.
- Numer of times characters are KOed.
YanPL-tse (2008-02-12)
ability-usage count. it's a brilliant Idea for various things, shouldn't be very hard to code, and it would give many oportunities. perhaps every hundred'th use of ability could be powered up a bit. It also would be brilliant for unlockables (and AFAIK, people love unlockables).

"rare" itens
fell

fell (2008-02-15)
i have finished the game many times, the only character i havent played has been clara in fact

so..i was never able to find paladins golden flece jacket or golden crafted rifle... and i dont remember how i did find the silvered robes of speed

if anyone can help me with info i would be glad!
ty
ROD (2008-02-15)
Shifting sands: You have to rise the bridge to Granael, either by helping Aegin Warstick or fighting with this Veroonai Warrior (what was his name again....?)
For the Bridge you do one of those and if you want you do the other one after that and get the Golden Fleece or the Speed Tunic (Aegin has that one afair)

The Crafted Rifle can only be found by Peter in the Last World at Ground Level by carefully observing the raging crowd....

Cool game
ZeppMan217

ZeppMan217 (2008-02-15)
Hello =) Just wanted to say that TSE - is a great game!
Oh! And what's max level?
ROD (2008-02-15)
"Hello =) Just wanted to say that TSE - is a great game!
Oh! And what's max level?"


I guess you could level up eternally since enemies keep respawning.
It´s more interesting to find the lowest possible level. Hempuli did the last fight with lvl 41 which is awesome (he used some bugs to avoid certain quests)
Mark Pay (2008-02-15)
Hi ZeppMan217! I'm glad you're enjoying the game. I don't know the exact max level (55 ish ?). It will be determined by the level of the creatures in Chapter 5, since they give less and less xp as you level up above them.

Hempuli beating the last fight at lvl 41 was really impressive!
ZeppMan217 (2008-02-16)
ok. thx :)

New Music Preview
TwiTerror

TwiTerror (2008-02-16)
Hey everyone! I've been hard at work over the past few months on the soundtrack for a game called Bonesaw (see my website for more) and I've finally gotten that all finished up. In these exciting times I definitely don't want to leave you loyal TSE2 fans in the dark.

http://www.syntesis.org/node/29

Here you will find a 3 minute long sampler of music from TSE2. Read the whole post for more info!
Mark Pay (2008-02-17)
Hey Josh! Thanks for this.
I've been listening to the Bonesaw soundtrack the past few days and and loving it. ^_^ I haven't tried the game itself yet but I will when I get on the net with my other PC.
Hermit (2008-02-17)
Oooh, it sounds SO improved since TSE-1 :) , excellent work, Josh! Keep it up!
TwiTerror (2008-02-21)
I went ahead and put the fourth song in this preview on trax in space. I won't keep them up for much longer.

http://www.traxinspace.com/song/39398
monsoonasiian (2008-02-26)
I love the music its awesome some of the songs sound like TSE but mith a mix it's awesome again :D :D :D keep up the good work

Another bug or not
monsoonasiian

monsoonasiian (2008-02-19)
:( I was playing TSE again lol anyway i was in the Arcane Libaray and noticed when i fought the first enemy team peter had lower mana then i last looked it was coloured in a kinda pink color and only changed when i reached world 5 i'm not sure if it's a bug or it's apart of the game if it is a part of the game can someone tell me how it triggers TSE is going well no realy problems :D :D
ROD (2008-02-19)
":( I was playing TSE again lol anyway i was in the Arcane Libaray and noticed when i fought the first enemy team peter had lower mana then i last looked it was coloured in a kinda pink color and only changed when i reached world 5 i'm not sure if it's a bug or it's apart of the game if it is a part of the game can someone tell me how it triggers TSE is going well no realy problems :D :D"

That´s not a bug (his mana is cut in half,the colour of the numbers is also a bit paler afair). You can also notice that he´s not happy after a victorious fight, he doesn´t react at all!
Remember what he did and what he learned just before entering the library :wink:
(it´s similar what happesn to the health of the poisoned party member in World 3)
monsoonasiian (2008-02-20)
:shock: :shock: ohhhh ok, lol gets kinda annoying with only half hp
LachlanDavis (2008-02-20)
Yeh but it forces you to rethink your strategies :)

About the sound effects
Hempuli-tse

Hempuli-tse (2008-02-28)
I hope Mark remembers that using RPGmaker 2000 sound effects and other library sounds isn't legal if he makes the game shareware.
Mark Pay (2008-02-29)
Which sound effects have you heard which you thought were from RPGmaker? There were some in TSE-1 I believe, but I haven't touched that set since I started on TSE-2.

The sound effects in TSE-2 are from the MMF1.5 CD ( free for use ), sounddogs.com ( paid for, excellent site ) and explicitly stated public domain sources.
LachlanDavis (2008-02-29)
remember the good ol' days when people made their own sound effects?
Mark Pay (2008-02-29)
... and everything sounded suspiciously like a muffled household appliance? :)

Most public domain sound effects are still amateur stuff, and most of them are bad. If you want quality, especially looping samples and interesting magical effects ( which you can't make a fantasy game without ) I find it hard to avoid buying them in. The most audio work I've done is to tweak, crop and resample stuff in Goldwave.
LachlanDavis (2008-02-29)
I know, , i usualy have to search 20 - 30 websites to find even a hint of what im looking for. I should just buy the ones i need.

Yeah YA
Dj

Dj (2008-03-11)
Thank god, SE2 is close to release. Mark I have to be honest though, I never beat the first one completely because it was to hard but from what I played I loved it. SE2 looks 10 times better. Keep up the good work. (:
TwiTerror (2008-03-11)
Not only that, but it has difficulty settings. How's that for awesome? (:
LachlanDavis (2008-03-12)
*drools in anticipation*
monsoonasiian (2008-03-15)
So how is the difficulty determined are the monsters going to have more hp or more attack it's so close yet so far lol can't wait
YanPL-tse (2008-03-18)
I'd rather expect some handy global multipication of skill cooldown times.

I can't stop thinking of differences between original TSE and upcoming sequel. Will they make game better? Propably, we all hope so.
Mark Pay (2008-03-21)
Thanks guys! I really appreciate the fact that some of you have hung around here for so long showing your support in spite of the frequent lack of information.

I'm back home briefly for the Easter holidays and back at my computer. Getting the release done in the coming months with my work contract is going to be tricky but I am determined to make it happen.

Difficulty is done with global multipliers on monster stats. I have been focusing on the normal difficulty setting until now, but I've tried out the others a little and they seem to work well.

I still have to wait a little longer to see how my job will turn out before I can decide exaclty how to handle the release. I'm dead excited about the day when you can all play the game, because it completely destroys the original. :D
Chronos (2008-03-23)
GWAAAAAAAH!
why did I come to this site to check again.. its so close, yet so far....
LachlanDavis (2008-03-23)
"Thanks guys! I really appreciate the fact that some of you have hung around here for so long showing your support in spite of the frequent lack of information.
"


And thank You Mark, for sticking with the game. Its very rare for indie developers to stick with something that takes so long (3, 4 years?)
Most games ive been looking forward have been cancelled :(
Chronos (2008-03-25)
darn right.
It is hard to find games that have as much effort put into as you have. I hope its well worth it for you.
Mr Nobody (2008-03-25)
I was 10 years old when i first saw TSE and i loved it. over these years, you have put so much effort and time into TSE2. I hope it pays off. Haven't been on this forum for ages. TSE will always stick with me. :P
Mark Pay (2008-04-05)
I have the phoneline at my new apartment finally working, so I can access the site again ( courtesy of my antique 33.6kbps modem :) )

I still don't know how my new job is going to turn out, and unfortunately my PC seems to be unwell since I moved it. It keeps crashing applications with memory access violations and I'm worried that my ram or motherboard is damaged. I think it's time to buy a new PC, but until I can afford that I don't want to edit the TSE-2 source on this machine for fear of corrupting it. So unfortunately I think it will take at least 3 months before a release could happen still. :(

I'm sorry about these continuing delays, life is not being very helpful at the moment. It will be worth the wait, I promise.
Mr Nobody (2008-04-09)
take all the time you need (as we have said for the past few years). We don't want a rushed final product. Add all the polish you need. Make sure everything works.
Mark Pay (2008-04-28)
Apologies again for the silence. It's taken me this long to get my PC working properly again ( I hope ) In the end I'm not sure whether it was the ram, my motherboard or both that are failing, but by removing some memory and swapping round the rest I seem to have found a stable combination again.

(sigh) This is taking freaking ages. :(
LachlanDavis (2008-04-30)
Computers can suck sometimes. I finally realised i knew i needed a new one when it started smoking :)
Mark Pay (2008-05-04)
Oh, yeah, smoke is bad news. :) What caught fire - was it the PSU or something else?

I'm very suspicious of the electrical wiring in my crappy new apartment. Half the plugs only work if you bang them with your fist, and I can faintly hear other people dialling sometimes on the telephone line. In a typical overraction, I've bought an Uninterruptable Power Supply which now sits besides my desk glaring at me like a miniature version of HAL 9000. :)
LachlanDavis (2008-05-05)
what caught fire was a tiny rubber square, im not sure what it was called, but it was about a quater of the size of a 5 cent peice (i dont know what the equivilent is overseas)
So yeh, thats the way it goes, one tiny little thing = dead motherboard

Granted, at the time it wasnt a great machine, it was running windows 98 and it had been for over 4 years.

WOW
monsoonasiian

monsoonasiian (2008-03-15)
I just want to no if any1 payed wow here aka world of warcraft if u do tell me your server you play on and what u r :D :D
YanPL-tse (2008-03-18)
I'll tell you if you promise you'll transfer me all your WOW gold. (Lots of theese are advertised on google adsense, that's why i so so so dislike WOW; in fact I think that playing roulette at casino is better/more creative way to spend your time/money/whatever. So, I actually play none of the above, and I am kinda proud of it.)
LachlanDavis (2008-03-19)
Ah yes... the plague, and a deadly one she is

Soundtrack Cancer Fundraiser!
TwiTerror

TwiTerror (2008-04-03)
Hey everyone.

This is about my fourth time writing this general message, so bear with me!

From now until April 25th, if you donate $5 or more to the American Cancer Society's Relay for Life cause, you will receive a free digital copy of the COMPLETE original soundtrack (opposed to the "Best of" album). This has an approximate worth of (and will go on sale for) $20.

$5 is NOT a huge amount, and even if you don't want the money the donation goes a VERY long way. Besides, you can't complain with free music!

For demos and drafts of the music on the album you can check the following link (although this music is as of yet completed or mastered like it will be for the final album that you will receive!): http://www.ctgmusic.com/album.php?album=2204

To read more, head here:
http://www.syntesis.org/tse2cancer

To go straight to the donation page:
http://main.acsevents.org/goto/whelchjd

Typical anticipation thread.
PsychoticSquid

PsychoticSquid (2008-05-02)
I NEED THIS GAME. You might want to update the ETA section. While the information's technically not incorrect, it's past 2007.

But back to my initial point... man, this game looks beautiful, and awesome, and unique, and compelling. With Josh Whelchel doing the sound track again, it's also going to have beautiful music just to boost the arse-kicking factor. I'm not trying to over-hype this game, but there is just not a single chance it will disappoint me. Don't rush it, but at the same time, please hurry up and finish it! I need this... I really do.

Ahem. I'm done with the praise now. By the way it's probably already been discussed somewhere, but any idea what you're going to sell it for?
LachlanDavis (2008-05-02)
Every time someone asks who much it will be, Mark kills a kitten.
YanPL-tse (2008-05-04)
oh man, you made me imagine a pile of dead kitties.

EDIT TO REMOVE IMAGE - Sorry Yan, but as a vegetable-chomping lover of animals, pictures like this are about as welcome here as tubgirl or goatse.
~Mark


I should have put a link to whole site instead, since that site i hotlinked the image from fights against any animal abusal.

Okay, no harm done. :)
~Mark
Mark Pay (2008-05-04)
Thanks PsychoticSquid! I really need to take a look at the rest of the site. I don't like to spend time on updates and publicity and it really shows. :/

I'm very anxious to get the game released myself. It has been almost finished for many months and I really want to get it out so that people can play it and enjoy it. There have been many delays, but in the end I think these will have helped, since I have been able to use the time to test and polish the game.
Now Josh is finishing the audio coding and I am finding fewer and fewer issues to correct with every test run. On my last play through I was able to time myself with the added stat collection functionality and the game took me 10 hours from start to finish. I would expect it to take a new player quite a bit longer. I have deliberately tried to avoid padding the game with too many unnecessary and repeated fights.

Price has become a difficult area. There are many issues currently complicating my thoughts about the final release. The most critical one is my new job. My contract prevents me from engaging in the 'business' of computer games, and I don't believe that trying to negotiate with my employers would have a positive outcome. At the same time I am concerned about the long-term prosects of this job.
In about 6 weeks time I will have a difficult decision to make as to whether I commit fully to my new employment. If I do keep my job, then I have been considering making TSE-2 a freeware release and trying to make back a little money with donations and advertising on the site. If I don't keep my job I will certainly be in need of income, so it will be back to the original plan. In this event I would not intend to charge over $20 for the game.

Thank-you again for your support. I appreciate it and I believe that you will not be disappointed with the final release. :D
YanPL-tse (2008-05-05)
will there be a free demo (in case game don't go freeware)??
Mark Pay (2008-05-05)
Definately. It annoys me when games don't provide demos.
( Worringly, I recently heard of a study which suggests that games do sell better when they don't have demos for people to try first. :/ )
Myrph (2008-05-05)
"Definitely. It annoys me when games don't provide demos.
( Worryingly, I recently heard of a study which suggests that games do sell better when they don't have demos for people to try first. :/ )"


That would kinda make sense, because you're more likely to buy a game if it looks good and doesn't have a demo, than one that does have a demo, but turns out not to be as good as you expected so you don't buy it.

Without a demo, you're more likely to risk your money on a potentially good game, than one with a demo where you can appraise whether or not its worth the money. Its possible that the games that release demos don't sell themselves as well through the demo and other media than games that don't.

I guess there are many factors that could affect it... Doesn't mean its not a good thing to release a demo! I'm sure most of us would probably pay for the full version regardless of whether you release a demo or not! I guess its just everyone else you've got to convince!

You never know, its possible people might make their decision about TSE2 from playing TSE1... whether that's a good thing or not, I'm not sure... perhaps on that note releasing a demo might be a good idea after all!
PsychoticSquid (2008-05-06)
Thanks for the reply, Mark!

I was hoping you'd aim for the $20 mark, I paid that much for Noitu Love 2 and I'm almost certain that this will last much longer. I would have happily paid for TSE-1 even. It's good to hear it's been almost finished for a while now, and I'm glad you're taking your time to polish it and test it thoroughly.

Does your job contract prevent you from selling things that you produce in your own free time? That's pretty harsh. Best of luck with that, hope it works out in whatever way suits you best. I'm more than happy to support your work if you need it, I'm probably not the biggest fan in the world (I've seen some crazies) but I'm definately a fan. Heck, if you do have to release it as freeware, I'll donate some money for the effort (assuming that having a donation link somewhere doesn't also violate your contract).

I look forward to your masterpiece!
ADmiral-tse (2008-05-06)
I think that if you intend to sell your game, you should definiately not charge anything less than $20. There are always those folks who think "This thing can't possibly be worth crap if it doesn't have a hefty price tag." I believe that in the end, you will gain more sales than you lose.

Just one request:
No Paypal!

Thanks :)
TwiTerror (2008-05-07)
I hate to bring this up as it seems offtopic, but I think PayPal should be kept as an option. Honestly, if you're smart with your money (aka keep no money directly in your paypal account when at all possible) then it's a great time saver, and the fees aren't unbearable. It's much easier for the buyer, too, then most alternatives. Plus, you can withdraw your money a lot faster than you can with most sites, I get my bank withdrawls very quickly.
Mark Pay (2008-05-09)
Well, I'll release a demo whether it's a good idea or not. :) It is a challenge to put together a demo which efficiently introduces a player to the game but also shows them it's full potential with the late-game content.

Contractually, my experience seems to be that most games companies require you to at least:

a) Assign to them all intellectual property ( usually but not always ) games-related ( vague ) developed by you during your period of employment, in or out of works hours. This does not concern me, given that I finished all the content for the game before starting my new job.

b) Not engage in the same business as the company ( roughly )
As you mentioned, I would believe, and hope, that asking for general donations would not constitute engaging in business.

There seems to be no getting out of these clauses in the industry unless you have significant bargaining power or you work freelance.


I have not had any problems Paypal with personally, but I would expect any decent online retail service to provide a direct card payment option too. It's been a while since I checked either Plimus or BMT Micro. I tried making accounts for both companies and both had some annoying deficiencies in their service or interfaces.

As far as a donation scheme for Plan B, I've not looked at any alternatives to Paypal for handling donations. I wouldn't trust my own card details directly to any but a handful of companies on the net. :/
For me, Paypal's sole reason for existance is that it allows you to transfer money without transferring your account details. I don't know of any serious alternatives, though I sure would like to hear about them if they exist.
GiB (2008-05-17)
When you're going to release the demo?
Mark Pay (2008-05-17)
Probably at the same time as the game is released.
I still don't know when that is yet. :)
Mark Pay (2008-05-26)
The revamped streaming soundtrack is in the game now, thanks to Josh's awesome audio-coding skills. It's amazing, and you folks are going to love it. :D

I should know in about a fortnight exactly which direction the release is going to go in. Heck, I might even update the frontpage...

Best of all, I'm *still* not bored of playtesting!


Although, the start of Venture Bros. Season 3 and the LOST finale might just distract me for a few hours this coming weekend. ¬_¬
Myrph (2008-05-26)
"Best of all, I'm *still* not bored of playtesting!"

Surely we, your wonderful audience whose computers are wildly different from yours, ought to playtest TSE2 to find all the bugs you haven't found yet!! ;pp
LachlanDavis (2008-05-27)
" the LOST finale might just distract me for a few hours this coming weekend. ¬_¬"

I got to about season 3 then gave up. I didnt want to throw in the towel... but it just go too weird!
Mark Pay (2008-05-27)
Myrph - That is a good idea. I will think seriously about releasing a single level demo to find any general compatability issues before the release ( and a proper demo at the same time as release )

I did ask the folks at Natomic to try the engine, but that was years ago when Vista was still in beta ( and Natomic still existed!)

Just what I could do about compatability issues I don't know, given that the game is still built upon the ( now very old ) Multimedia Fusion 1.5. But I think it needs to be done.

I've still got to wait a few more weeks to see if my job is going anywhere. :(


Lachlan - I love the wierd. :D The scripting on LOST is an impressive feat of engineering, and I'm there until the end. Given that LOST and the Venture Bros is pretty much the only television I've watched for the past few years, it's not that much of a commitment. ^_^

About game making software
GiB

GiB (2008-05-09)
Why does Mark Pay doesnt use Game Maker for game making softwae?I've tried and the both programs and I think GM is the better.It has over 1000 built-in functions and possibility to use DLL's and other extension packages.
I personaly use GM and for about two monts I almost made demo of one awesome game.There is even forum specially for GM: www.gmc.yoyogames.com
Mark Pay (2008-05-09)
I have never used Game Maker before, but I am quite happy using Multimedia Fusion for 2D games and I don't think that the effort required for me to make a sideways move to another gamesmaking program would be worth it. Thanks for your suggestion though!

man ive got to be on drugs
<=-WaLkInGtHeWaY-=>

<=-WaLkInGtHeWaY-=> (2008-05-21)
i must be the first member to join tse2 but i dont even recall doing so. this is also my first post. woah talk about weird, first member but the last person in the world to post
<=-WaLkInGtHeWaY-=> (2008-05-21)
really i have to admit, the most legendary game of all time was The way by lun calsari. once you get past the gameplay and see the plot, its like enlightment "why didnt i play this sooner?!" and it took me 2 years to finish the damn thing perfectly without cheating, much to my discontent as he released a walkthrough as i finished the final episode. it took a nube 1 hour to finish what took me ages without help. Darn.

btw im helping a guy with making a game, hes stuck on scenarios, and though i try to help him, my field of work is in drawing, anybody with free time on their hands? (and the same amount of expertise of Tsukihime,btw yes we are making a visual novel http://en.wikipedia.org/wiki/Tsukihime
http://www.shii.org/translate/)

well yeah a bit off topic, sorry mark =.=
<=-WaLkInGtHeWaY-=> (2008-05-21)
btw wouldnt it be funny if this forum hosted a 10000 post hit? hmm just a thought, the bandwidth wasteage would make my father cry
Mark Pay (2008-05-26)
memberlist.php lists you as #22. But welcome to the forum anyway. :D
<=-WaLkInGtHeWaY-=> (2008-05-28)
oh really oh well #22 cant be that bad
LachlanDavis (2008-05-28)
Oh oh oh... what number am i?
Myrph (2008-05-28)
You do realise you can check it yourself by hitting the Memberlist button at the top of the page, or going here!

just thought I'd point that out ;pp

btw, I'm no. 82! whether that has any magical significance, I'm not sure, but I'm proud of it ;pp
LachlanDavis (2008-05-28)
woo 14!
TwiTerror (2008-05-29)
What's that? #2? Hmm.

I don't guess I count though (;
Myrph (2008-05-29)
Yeah, somehow I reckon you've an unfair advantage over the rest of us ;p
Jimbob (2008-05-29)
Curses! Only hit the #4 spot!
ROD (2008-05-30)
Hey, you can select the sort method...I´m in the top ten posters
(+1)
LachlanDavis (2008-05-30)
"Curses! Only hit the #4 spot!"

You know what ive realised, Jimbob is a VERY common forum name. Theres like one in every forum i visit.
Lelle (2008-05-31)
Oh darnit.
#32
23 reversed...
I hope you've seen "The Number 23"
Paranoia :D
LachlanDavis (2008-05-31)
"Oh darnit.
#32
23 reversed...
I hope you've seen "The Number 23"
Paranoia :D"


It has been recomended to me, apparantly Jim Carey performs well.
Jimbob (2008-05-31)
Maybe I'm the same person!
(or very likely, I'm not :P)
LachlanDavis (2008-06-01)
I dunno, do you post on the Good Game and Kongregate forums?
PsychoticSquid (2008-06-03)
Number 100 for the win!

Natomic is back!!
LachlanDavis

LachlanDavis (2008-05-28)
True Story

www.natomic.com
Myrph (2008-05-28)
Woo!
Mark Pay (2008-05-28)
That's odd. I wonder who's doing it. I would guess Andi or Brad, but they haven't given their name and this is the first that I've heard about this.

Edit - Space Rancher was 6 years ago?! ( /feelold )
Nighthawk (2008-06-03)
Is it just me or has Natomic turned into a Facebook page? :?
Myrph (2008-06-03)
It has turned into a facebook page, but there is an explanation on there somewhere...

It basically says that, for the moment, the facebook page is the most active page related to Natomic, and whilst the actual site is in the process of renovation, the site will be forwarding to that page when stuff is actually happening, instead of to a half dead website!

"For the moment we've redirected Natomic.com to Facebook, as this is currently the most active page. We're looking into re-introducing Natomic.com in the near future."

"Facebook is just a start, just until we get something a little more... permanent!"
monsoonasiian (2008-06-11)
damnit :x :x i hate face book i'm unhappy that it's on face book but glad natomic is coming back bit by bit
Akatosh (2009-04-11)
Now it's gone again? :?

World XP caps and sidequest question
AlastorBosch

AlastorBosch (2008-06-01)
I'm trying to determine, through trial and error, what the experience caps are for each island. So far, I think I've figured out that world 1 caps out around 15 or so. World 2, I 'think' caps out around 33. I had copied the savegame.ini, savegame.ini, and w9x files prior to that, leveled to 34 and it crashed when I went into another area. However, anyone with definitive knowledge would be appreciated. Thank you.

Also, how do you solve the Brother Zane sidequest? I'm about to leave w2, and I haven't found him.
ROD (2008-06-01)
"
Also, how do you solve the Brother Zane sidequest? I'm about to leave w2, and I haven't found him."


Isn´t that the one for Clemetas?
The area should appear on the map after the 2nd town in w2
AlastorBosch (2008-06-01)
That's correct - I apparently didn't do it soon enough, and now I can't go back. Ah well. Next time through perhaps. I'm still looking for XP info though. Is Mark about?
Mark Pay (2008-06-02)
Hi Alastor. It's hard to read my old code but I think the limits are:

W2 - 33
W3 - 41
W4 - 50
W5 - 60

It shouldn't be possible to reach these without cheating, but I may well have miscalculated.

Premonitions Album Fully Released
TwiTerror

TwiTerror (2008-06-04)
Hey guys!

The final volume of the Premonitions album was released tonight, meaning that TSE2's release draws so very near.

Listen up:
[url]http://www.syntesis.org/tse2/premonitions/vol4

Composing for the game is going very well, for anyone who is interested. I just did some work on some battle tracks tonight, and I only have a few tunes to start from scratch. Then I'll start tweaking the preexisting tracks to perfection and then we'll call it finished! (:

Have a good one :D
Myrph (2008-06-04)
Hmm... I must've missed vol 3...

Anywho, Congrats on the music! Its all awesome! ;p
GiB (2008-06-10)
Agree.Nothing more to say but AWESOME MUSIC :!:
Mark Pay (2008-06-13)
I must apologise for forgetting to make news posts on the main page regarding the release of volumes 2 & 3. I've been distracted the past few months. x_x

There are a lot of wonderful tracks in the old mod soundtrack that haven't made the cut in the streaming soundtrack. It is great to hear them released in this form and I think it is important for Josh to have done this. Thanks Josh.

'mid late 2008'
GiB

GiB (2008-06-10)
Mark said the game will be ready to mid late 2008.So itll be soon.Very soon.I hope to be finished before 30th July.Is it known the not so exact date of releasing?
Mark Pay (2008-06-12)
Hi GiB. I'm sorry that I haven't replied sooner. I'm trying to make a difficult decision at the moment regarding work which will affect the release of the game.
So I still don't know the exact date, though I hope it will be sooner, rather than later, on that range.

There is a famous saying that art is never finished, only ever abandoned. Choosing when to 'abandon' a game is even harder for an independant developer who doesn't have set dates to work to. I had been hoping to 'abandon' the game back in the Spring after my last job finished at Christmas. Im retrospect this detour and delay has certainly been for the better.

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.

Widescreen support
Mark Pay

Mark Pay (2008-06-17)
When I started developing TSE-2, most people still had CRTs and widescreen displays were very rare. This has changed a lot over the last five years, and when I recently went to buy a new monitor, there was nothing on the shelves but widescreen LCDs.

TSE-2 itself uses a rather odd window size ( 500x400 ) which was necessary to keep the art requirements down, but is now causing problems.

At the moment, I am looking at improving the support for widescreen monitors in the game. This isn't easy because MMF 1.5 is of a similar era and gives limited options for screen control.
It does have a nice option for scaling the displayed area ( 2x, 3x magnification looked great ). But I was slightly heartbroken to find that the objects I have used for many mouse input buttons do not scale correctly in this mode and so I cannot use it.

This leaves me only with resolution switching to rescale the window for fullscreen. So I am trying to add custom resolutions for users, rather than the 640x480 MMF defaults to. Sadly, the lowest available resolution in the correct 16:9 aspect supported by my own widescreen monitor leaves the game window looking rather small.

What are your own experiences with widescreen monitors? Do you have one? What is the minimum resolution that your monitor supports? Does your widescreen monitor offer support for displaying 4:3 resolutions correctly, unstretched?

Any feedback that you have on this issue would be welcomed.
Skalis (2008-06-18)
Samsung SyncMaster 2032BW

Lowest resolution 800x600 (unfortunatly stretches all 4:3 resolutions)
TwiTerror (2008-06-18)
I've been testing the game on my Widescreen in Vista, with no qualms. Works great. (:
Mark Pay (2008-06-18)
Thanks for the post Skalis. I was using a SyncMaster 245B at work, a huge 24" thing. I don't know much about LCDs but I was impressed. The 2032BW looks like a more affordable version.

Josh, does the image stretch on your widescreen, or is it displayed at the correct aspect ratio? ( padded at the sides I'd assume )
TwiTerror (2008-06-18)
Padded at the sides (:
Mark Pay (2008-06-19)
Aha, yours is the smarter monitor. :)
TwiTerror (2008-06-19)
Hmm, that maybe the case. It did that with Bonesaw too, actually, and I heard from some people that it wasn't the case. I also had no trouble with Aquaria that other people needed a fix for. Weird!

TSE-2 info
GiB

GiB (2008-06-30)
There is about one month to releasing of the game and many things are unknown.How many charecters will be, their skills, items etc.And some new screenshots will be nice.
I just cant wait to 30th July just listening to the TSE-2 music and looking at the forum for new posts.So, please, update the site at least a little bit, I suggest that wont hurt.
Mark Pay (2008-07-01)
Hi GiB. :D Thanks for your post. I've been busy the past 2 weeks moving home and then converting TSE-2 over into Multimedia Fusion 2. That's mostly done now. There's still some odd quirks to fix, but I can finally spend some time on other things.

I'm definately going to be updating the site with more information in the coming month. I've got a character profile page lying around here that I wrote two years ago. :3 I'm hoping to put up a one-level demo for people to test at the end of this week too.

Sound efects
GiB

GiB (2008-06-30)
What programs are used to make TSE-1 and TSE-2 sound effects?Theyre pretty cool and I want to make similiar ones 8)
Mark Pay (2008-07-02)
I don't have the knowledge or the equipment to generate my own sound effects. :(

Those in TSE-2 come from the Multimedia Fusion sound libraries, public domain online sources, or I buy them from www.sounddogs.com ( great site, good prices, huge selection )
Novalon (2008-08-05)
This is a useful application for sound creation!

It's a nifty program that allows you to randomly generate sound effects based on selected options and slider settings. Subsequently, you can save your work as .wav files for use in projects.
GiB (2008-08-05)
Thank you, Novalon, Ill try it.

EDIT:Its great little program.I'll definitly use it.Thank you again.
Novalon (2008-08-06)
I'm glad you liked it! If you're also thinking of creating some melodies, I would recommend Musagi.

This incredibly polished music editor and synthesizer made by the one behind sfxr, boasts comprehensive sound-editing features but it is also accessible to those who are not composers and want to create a nice tune right away.
GiB (2008-08-06)
This program also is great and may be Ill begin to compose music if I can explore it.
LachlanDavis (2008-08-06)
Ive always thought it would be cool to be a sound engineer for a movie studio. Getting to go out with big microphones into the country and the city and just record sounds.

Title Format
TwiTerror

TwiTerror (2008-07-09)
Hey everyone, I'm working on the TSE2 soundtrack, and I've had it labeled "The Spirit Engine II OST" in my library. Maybe its stagnant after these few years, but I'd like to see what you guys think...
Mark Pay (2008-07-09)
Definately one using a 'The'.
The 'II' probably looks a little classier too. :)
Myrph (2008-07-09)
I agree, "The Spirit Engine II OST" is obviously the coolest looking title of the lot! ;p
GiB (2008-07-09)
I cant understand - whats the difference between 2 and II?Is there any?
TwiTerror (2008-07-09)
No difference. It's all a matter of typography. (:

Another Brilliant Indie Game
LachlanDavis

LachlanDavis (2008-07-11)
If any of you know about video games and the Internet then you probably know about Ben "Yahtzee" Croshaw. Hes the creator of Zero Punctuation. He's every game developers worst nightmare, the fast talking, hat weilding online game reviewer.
Well when hes not slamming SS Brawl and making fun of GTA, he makes indie games as well.

Well he's made 1... But its AWESOME. It may not be beautiful graphicaly like Marks games, but the gameplay is really fun and it gets quite addictive.
Check it out:
http://www.escapistmagazine.com/content/games/yahtzee/artoftheft

In short you play as a thief and you're trying to get your reputation up by completing the missions with as little disturbance as possible.
Jimbob (2008-07-11)
He's made many an adventure game as well... you should visit www.fullyramblomatic.com and get the Chzo series (5 Days a Stranger, 7 Days a Skeptic, Trilby's Notes, and 6 Days a Sacrifice, they are related to this Trilby game) if you want some pant-wettingly good adventure games...

...and yes Art of Theft is good, but I wasn't terribly good at it :(

Also, for something a little like Art of Theft but harder, he made the 1213 series, that are a little more like Prince of Persia/Flashback in execution and a little (okay, a lot) more bloody.
LachlanDavis (2008-07-12)
Yeh i stand corrected, i checked Fully Ramblomatic before you posted this but after i posted the origional message, Yeh i must try some of his other games.
They dont advertise any of his others on the Escapist.
TwiTerror (2008-07-12)
The Escapist is a fantastic digizine. I think I liked it more before they made it a huge site sort of thing, but it's still great.
LachlanDavis (2008-07-14)
Lol digizine.

Yeh i love it. I usually only check up on ZP but the animated one with the knights amuses me as well.

Xbox 360: XBLA?
Smoogle

Smoogle (2008-07-14)
Have the devs of spirit engine ever considered having their game on the XBLA market place? it would most likely sell like hot cakes on there and i know they are looking for indie devs all the time.
Jimbob (2008-07-14)
I doubt it's feasible at the moment. You have to write it in XNA for it to be playable on the XBox (and made available on the XBLA service) as far as I recall and at the moment that seems like a long and painful shot to take.

Pigs might still fly though, I'm holding out for that... ;)
Smoogle (2008-07-15)
I understand what your saying i have my fingers crossed that one day we will see these two bad boys on live but for now i'll enjoy them on my PC.

I can see The spirit engine being a big XBLA franchise sort of like a Suikedon game.
TwiTerror (2008-07-15)
Haha I'd be up to porting the TSE engine in C# for XBLA if Mark wouldn't mind converting the assets, but again... what are the chances of this happening. I think the consensus is that we want to put this to rest... but who doesn't like making hordes of cash!?

But then again, the standards are rough:
What kind of games is Xbox LIVE Arcade looking for?

1. Full game experience – the game must be complete and stand on its own
2. Less than 150MB in size
3. Original and innovative gameplay
4. Playable without physical media or other dependencies – No instruction manual should be required. The game should be approachable. Easy to learn, hard to master
5. Pick-up-and-play – Xbox LIVE Arcade games are meant to be fast and fun, not exact substitutes for retail games
6. Free Trial Version with limited but entertaining gameplay – the game must be purchased to unlock the full version of the game
7. Plugs into Xbox LIVE Arcade around-the-game experiences – includes out-of-game leaderboards, achievements and gamerscore, and cross-game invites
8. Clearly defined audience – titles enjoyed by both hardcore and casual gamers are especially desired
9. Features – social experiences, novel uses of camera, compelling uses of PDLC, compelling visual experiences are all pluses, though they should be used appropriately within the context of the game being developed


--
EDIT:
It looks like the XNA is the better solution. I'd actually like to have a hand at making a stupid little game in XNA for windows to have my try at it. I don't have an Xbox360 (or the membership needed to test games on it, for that matter) though, so that makes that idea rough. But if it's something we seriously considered than that'd be neat.

Again, don't take anything I say seriously. Mark's words are the only words you should take seriously on these sorts of matters related to the game itself. I'm just the monkey who writes the music. (;
Mark Pay (2008-07-15)
Hi Snoogle,

Unfortunately, I don't think that either game will ever be seen on XBLA. Because both are built on the Multimedia Fusion authoring tool, the entire game would have to be rewritten from scratch in C#. That's a tremendous amount of work, and especially painful for the first game which I cannot bear to look at anymore. ;)

Thanks for the question, sorry to let you down.
Jimbob (2008-07-15)
Twi if your university is part of it, try the Dreamspark programme by Microsoft. You get a free 12 month creator club account and free Visual C# software... (not just the Express version). Might help out...
TwiTerror (2008-07-15)
Haha, my university wasn't really a part of it, you just have to verify student status, which I did. More power to me. Now I have to wait until I'm filthy rich and can buy an Xbox... and takers?

some help would be nice
monsoonasiian

monsoonasiian (2008-07-15)
i need some help i got a new desktop background looking great and the image is on the right hand side thats where all my kool looking gadgetzs go so i moved my gadgetz left so i can see the image now when i download something it's covered by the gadgetz

does anyone know how to relocate a file when u first download it ???
ADmiral-tse (2008-07-16)
Load your desktop background in MS Paint and mirror it horizontally.
monsoonasiian (2008-08-14)
ahhh thanks that was really helpful. to bad i got a new desktop wallpaper haha thanks for the help anyways

A new? review
TwiTerror

TwiTerror (2008-07-22)
Found this the other day
[url]http://storygamer.blogspot.com/2008/02/indy-review-spirit-engine.html
LachlanDavis (2008-07-22)
I never though of TSE as the wild west, Probably coz i dont remember any Cowboy music. Will there be Cowboy music in this one? Maybe something like Knights of Cydonia...
TwiTerror (2008-07-22)
Hahahaha well THAT would be weird.
Mark Pay (2008-07-22)
Thanks for the link Josh!
Thematically, TSE-1 is all over the place. :) It'll be interesting to see how reviewers compare it to the sequel. People tend to be overly kind to freeware games.
TwiTerror (2008-07-22)
Definitely a good point there. I'm interested too. At first I thought you meant that many of the themes in TSE1 were in TSE2, but then I understood you to mean that TSE1 has MANY themes, which is also very true. I know I tried to sneak a few things in musically to please the TSE1 fans. :D

Just Bought TSE 2 !!
ajk123

ajk123 (2008-07-30)
just downloading TSE 2, looking forward to such a well put together game.. been looking everyday and am biting my nails in anticipation.. well done mark congratulations i hope all goes well for you in your future endeavours, ile be a continual member of the forum site.. congrats again AJ :D :lol: :wink:
Mark Pay (2008-07-30)
Thanks ajk123! I hope the game lives up to your expectations. :D
Chronos (2008-07-31)
:D I just bought TSE2 as well! I hope everything goes alright. How long do you think the delivery will take? I asked for the cd order and I'm in Australia and I JUST CAN'T WAIT! :mrgreen: yesyesyesyesyesyesyesyeshyesyeshyeshyeshyesh!Wahoo000OOooooo..
...
..
Okay, I think i'm right now...phew!
I appreciate you patience and resolution in finishing the game over the years. Thank you so much for a 2d side-scroller series that really takes the cake. Here's wishing all the best for the future of indie developers, it's fans, you, and TSE! Cheers. :wink:
FurryRage (2008-08-01)
Can I ask how many sales you got so far?
Just curious about it ^^
amwbonfire (2008-08-01)
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Mark Pay (2008-08-01)
"Can I ask how many sales you got so far?"
A little over 50 so far, which I'm personally very happy with since my expectations were fairly low. I'm very grateful to everybody who has bought a copy.
GiB (2008-08-01)
50 for two days and several hours?People are just crazy about thus game.

bug: target nearest/selected/weakest selection stuck
dummy

dummy (2008-07-30)
Hi, I just started the game, and I found a small bug in the skill chains menu:

Open de skill chains menu for a musketeer and select a skill chain.
Select "high fire", but instead of selecting nearest/selected/weakest, right-click on the screen. You're now free to navigate and exit the menu without choosing any of the 3 nearest/selected/weakest options, which are then stuck on the screen.

Here's a screenshot:
http://kcl.kwokkie.net/images/tse2_bug000.gif


Cheers!
Mark Pay (2008-07-30)
Thanks for the bug report dummy. Including a screenshot too is really helpful Please let me know if you find any other issues. I'll start putting togther a patch list.
LachlanDavis (2008-07-31)
I had the same problem in the Demo. I fixed it by choosing the skill again (faithsword i think) and then it let me select one of the options and it dissapeared. Although i never made it out of the menu like you did.
dummy (2008-07-31)
I spotted another bug, but haven't been able to reproduce so fare:

I defeated the Crone in the Cathedral of Edges, and returned to the Bowbuffer where I talked to the merchant (haven't bought anything). Then, I ran back to the left and ran off the edge of the world, so to speak:

http://kcl.kwokkie.net/images/tse2_bug001.gif
Jimbob (2008-07-31)
wow, never seen that happen before :P
Mark Pay (2008-07-31)
Me neither. :shock:
The code for level exit is the same throughout the game and should not be affected by any other variables. So if this can happen here, in theory it can happen anywhere.
I've looked at the code and I can't figure out what could cause this. It's a puzzler. :/

Thanks for the reports dummy, I'm sorry that you've come across these problems.

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

Adjustiong Sound Effects
Stipa

Stipa (2008-07-31)
I would really appreciate an option to adjust the volume of the sound effects in TES2 since I usually have Skype/DVD Player etc. running at the same time and the sound is pretty loud and disturbing.
Mark Pay (2008-07-31)
I should be able to add this in the first patch. The hard part will be finding space in the options screen. I think the key configuration is going to get squeezed again. :)
TwiTerror (2008-07-31)
Ctrl+S will mute the sound.
GiB (2008-07-31)
"Ctrl+S will mute the sound."
Now I know that Ctrl+S is a realy bad keyboard combination.These sound effects are truly AWESOME.
TwiTerror (2008-07-31)
Oh, Ctrl+S doesn't mute the music - worth noting - to do that you can adjust the music volume on the options screen.

Mirrors for Demo?
rabadi

rabadi (2008-07-31)
Strange... I had to register again, and I am positive I already registered on this forum a few years ago... anyway, will it be possible to put the demo on other file hosting service than File Front? For example, 4shared.com. I can't seem to download from File Front.
Jimbob (2008-07-31)
Just for you I uploaded a mirror:
http://www.jrnetwork.co.uk/downloads/TSE2_Demo_Installer_v100.exe

Just for the peeps who make it to the forum, otherwise I'm sure it'd get hammered :P
Mark Pay (2008-07-31)
Thanks for the mirror Jim!

I've uploaded the demo to 4shared.com now:
[url]http://www.4shared.com/file/57230155/da0a03b9/TSE2_Demo_Installer_v100.html
rabadi (2008-08-01)
Many thanks, both for the mirror and the quick response! Will download the demo later after work :wink:

The Spot the TSE2 Press Game
Jimbob

Jimbob (2008-07-31)
Bloody hell people are quick these days...

Some nice words from Indiegamer blog and TigSource:
http://www.indiegames.com/blog/2008/07/indie_game_pick_the_spirit_eng.html
http://tigsource.com/articles/2008/07/31/the-spirit-engine-2

Two to start us off before even a day is up. Any more eagle eyed reporters out there?
LachlanDavis (2008-07-31)
I was going to make a similar post but you beat me to it. Yeh i found those two, give it a couple of days, they will spring up like wildfire.
Mark Pay (2008-07-31)
TimW dropped on the release post like some sort of ninja spider hiding in the rafters. :D
Derek's write-up is really positive. I'm glad that he likes the game so far, and any compliments coming from him mean a lot!

Both of these guys are doing a great service to independent developers and players alike. I use up more than my fair share of their bandwidth checking the news each day.
LachlanDavis (2008-07-31)
Natomic gave a little plug on facebook... still not sure whats going on with them, but we shall see.

I sent an email to Ben 'Yahtzee' Croshaw, it would be good if he took notice as he is a fan of Indie Games.
GiB (2008-07-31)
In one of these reviews(I think it was the Derek's one) I read that saves from the demo are compatible with those ones from the full version.Im so happy to read this.Now evetything I have to do is just to copy/paste that folder.
TwiTerror (2008-07-31)
Clickteam.com and create-games.com both have front paged it.
LachlanDavis (2008-08-01)
http://www.rampantgames.com/blog/2008/07/spirit-engine-2-released.html
GiB (2008-08-01)
Lachlan, do you recieve an answer from Ben 'Yahtzee' Croshaw?
LachlanDavis (2008-08-02)
"Lachlan, do you recieve an answer from Ben 'Yahtzee' Croshaw?"

Not yet, I foolishly sent it on the Wednesday, the same day Zero Punctuation comes out. So he probably has to check all that mail first. Apparantly he gets a lot of mail from fullyramblomatic.com but tries to reply to most of it. He should take an interest being an Indie Developer himself.
I made a frontpage post on Newgrounds, Im not sure how many veiws it got, but there was one reply who said he'd check it out :)
I figure the game will spread primarily through word of mouth.
GiB (2008-08-02)
OK, can you post his reply here?
Mark Pay (2008-08-02)
Yahtzee must receive a staggering amount of mail, I suspect most of it from angry fans responding to his reviews. :?

Thanks for the newgrounds post Lachlan!
Jimbob (2008-08-09)
Derek Yu namedrops TSE2 in IGN Insider Interview:
http://www.bit-blot.com/forum/index.php?topic=1213.0

IGN: What are some games you're playing right now? What do you think of it/them?

...The indie game I'm playing right now is The Spirit Engine 2...
TwiTerror (2008-08-09)
Good catch Jimbob!
Mark Pay (2008-08-09)
Wow, that's fantastic! :D (/swoons)
Nillo (2008-09-26)
TSE2 was reviewed very favorably on GameTunnel and even mentioned on Slashdot! Wooot! :D
GiB (2008-09-26)
This game is so much popular - it wouldnt suprise me if people continue to play it and review it after 5-7 years.There possibly tens of reviews in the moment about this brilliant game.
Mark Pay (2008-09-29)
The Gametunnel reviews were fantastic. The staff there have been very positive and helpful and I am most grateful to them, and relieved, because this was the first review of the game by a large site.
TwiTerror (2008-10-13)
[url]http://www.databaze-her.cz/hry/the-spirit-engine-2/

I can't read a lick of this.
Mark Pay (2008-10-13)
Thanks Josh! That's great. I can't read the text either (Czech?) but I can read the score alright.
I'm guessing it's like a user-submitted version of metacritic?
Memphis (2008-10-13)
Hello,
I'm creator of [url]http://www.databaze-her.cz/, yes it's czech. :) Our page is game database, where games are submitted and then also ranked by users. Text is short presentation of your game - description of game features and attributes. Every user can also write his opinion to each game in db.

We hope our pages will help with propagation of your great game (and other similar projects) in our beautiful small country...:)

Have nice day!
Mark Pay (2008-10-13)
Thank-you Memphis! I like the site, and I appreciate your kind words. :D
TwiTerror (2008-10-14)
I agree, thanks very much!

Also:

http://www.google.com/url?sa=t&source=web&ct=res&cd=69&url=http%3A%2F%2Fwww.gamestar.de%2Fcommunity%2Fgspinboard%2Fshowthread.php%3Fp%3D9181748&ei=ag71SKrlBJPkvQWj84nrDw&usg=AFQjCNHwdtrs3PgwY0WpPn8WgyWM0yEUvw&sig2=iH810_0LcsJvz6ioJCnXOQ

http://www.google.com/url?sa=t&source=web&ct=res&cd=93&url=http%3A%2F%2Ffrgrgnd.blog99.fc2.com%2Fblog-entry-53.html&ei=IBD1SIaTGIP8vAXB47jmDw&usg=AFQjCNE7MLyWY5Qcf1m3LkhneriJwh61gg&sig2=G9oGEMHMoKulJKIZopcwfw

http://www.google.com/url?sa=t&source=web&ct=res&cd=110&url=http%3A%2F%2Fwww.hxgame.net%2Fnews%2Fshownews.asp%3FID%3D1486&ei=YBD1SPDUL4OOuAWRntjvDw&usg=AFQjCNGIXXE3WCgxNSJvtBu9R7a5661wlQ&sig2=sI_wpSEiDxAa710YzjMhdQ
TwiTerror (2008-10-17)
A review!
[url]http://videolamer.com/3776
Niahak (2008-10-21)
I wrote the vl review and have been recommending TSE2 to everyone who will listen (and some people who try not to).

I've been meaning to register for the forum for a while now, actually - to thank Mark for creating not one, but two great games and Josh for making a wonderful soundtrack. Since that review, I've beaten TSE1 and started a third game of TSE2. I listen to the soundtracks a good deal at work, too.

Thanks, guys! I look forward to whatever your next projects may be.
Mark Pay (2008-10-21)
It was a pleasure to read your review Niahak. Thank-you for writing it. It is always very reassuring to hear from people who have enjoyed the game.

I must confess that I cringed a little when I read that you were going to go back and finish TSE1, which I consider to be very old and busted. ;) I hope that you got some entertainment out of it.

I am also most grateful for any efforts to recommend the game, because I am so bad at promotion myself.
eecash (2008-10-25)
I guess this is the place to post it. Not sure if it was already caught.

MaximumPC Magazine put the demo on the disc that comes with the magazine each month. Pretty popular magazine.
TwiTerror (2008-11-06)
Very flattering review.
[url]http://wxnzxn.blogspot.com/2008/10/spirit-engine-2.html

I used google's translate, but a more accurate translation would be awesome.
Mark Pay (2008-11-07)
Nice find Josh! :D
TwiTerror (2008-12-01)
[url]http://www.rockpapershotgun.com/2008/11/26/spirit-levelling-up-the-spirit-engine-2/

Incredibly kind and favorable review.
Mischief Maker (2008-12-03)
I've submitted a review to Caltrops, but it may be months before the webmaster gets around to frontpaging it, so here's a link in the meantime:

[url]http://www.caltrops.com/pointy.php?action=viewPost&pid=92338

Be warned that Caltrops is a completely unmoderated forum populated by refugees from the Old Man Murray forums.
Mark Pay (2008-12-07)
Thanks for the review Mischief Maker. It's interesting to see the game compared with an indie contemporary, albeit a freeware one. I've not played Iffermoon myself but it does have some great visuals.
TeeGee (2008-12-17)
Hey,

I wrote a review of TSE2 on the TIG Data Base:

http://db.tigsource.com/games/the-spirit-engine-2

Cheers :).
Skalis (2008-12-27)
www.gametunnel.com awarded TSE2 for being the best RPG game of the year. I'm in the middle of writing an indie 2008 chronicle for the Swedish gaming site www.gamingeye.com and TSE will be mentioned.. with praise ofcourse :wink:
Jimbob (2008-12-28)
Yus! Congrats on making the best indie RPG of 2008... only now it's official! :P
Mark Pay (2008-12-28)
That is awesome. :D I'm still thrilled that Gametunnel think so highly of the game.
Mark Pay (2009-01-01)
It's not strictly press, but one of my favourite threads that I have hunted down with AWStats is at somethingawful.com

http://forums.somethingawful.com/showthread.php?threadid=3039536

Gyoru, the original poster, has done a lovely job of summarising the game and giving some pointers to new players. I am very grateful for his efforts.
This being Something Awful, albeit the forums, I expected some sort of withering savagery, but the responses have been fairly positive.
It is becoming apparent that the tutorial areas of the game need some improvement. There's a lot of confusion around the battle system that I would like to alleviate.

Also, TSE-2 somehow got Gametunnel's #2 overall indie game for 2008, second place to World of Goo. Crikey. :o
TwiTerror (2009-01-01)
MARK! CONGRATULATIONS! (:
TeeGee (2009-01-02)
I totally saw that coming :).

Spirit Engine 2 is just plain awesome. I must admit it gave me more fun than World of Goo, and that's a quite incredible game. Congratulations, Mark. You really deserved it.
Mark Pay (2009-01-03)
Thanks guys. I'm still a little surprised!
TwiTerror (2009-01-30)
I spot press like a champ
[url]http://www.gamerswithjobs.com/node/43441
Mark Pay (2009-01-31)
Ah, that's great! :D I used to listen to their podcasts while I was cooking. It's quite a nice site.
Tiavals (2009-02-06)
There was a review in the largest gaming magazine in Finland (Pelit-lehti), and it got 89-points as well as a "Definately recommended" stamp.

I had never heard of the game before that, and I'm glad I read the review. I just finished it and I consider it one of the best games I have ever played, mostly because of the story and the character interaction, which are more or less the best I've ever seen(better even than in BG2).

Had Kaltos, PyanPau and Denever as my party. The ending was very touching. Manly tears flowed.

Thank you very much for making the game. It has renewed my hope in this dark time for the future of PC gaming.
Mark Pay (2009-02-07)
Thanks for letting us know Tiaval! :D It is exciting to hear about a magazine review, especially in a non-English language publication.

I'm honoured that you enjoyed the game so much. The future of PC gaming does seem very uncertain at the moment. I'm planning to replay BG2 myself soon. It and Planescape: Torment are two very special games and it is sad to think that we will probably never see more like them.

Thanks again!

Load/save in Littlehampton (spoilers)
Nillo

Nillo (2008-07-31)
There is a bug in Littlehampton after you defeat the Count. I saved my game at the save point in town, then talked to the guy who offered the reward and I accepted. But I wanted to try out the other choice, so I go back to the main menu and load my saved game. Then when I go back there, I can't talk to him.

It fixes itself if I restart the game completely. So it seems like there is a variable in the background that determines if I can talk to the guy, and it remains after I go back to the main menu.
Mark Pay (2008-07-31)
Thanks for the detailed report, I'll take a look at this.

*spoilers, boss battles*
Corvuus

Corvuus (2008-08-01)
I bought the game and started playing and at first I had it on 'hard' because I like to think that I am 'reasonably' good at games, but I have to say that this game IS hard.

I don't like 'grind leveling' so I would just keep pushing forward till I ran into a boss, and got stuck, so I switched it to easy. Even on easy, the game still feels quite difficult and unless you find the 'right skill/party chain' sets, alot of the battles are frankly impossible.

Even on easy I 'barely' beat the 'hero warrior' near the circus.

At any rate, I have gotten all the way to littlehampton and gotten the key to cross. If anyone else needs tips/helps on beaten any of the bosses up to chapter 4, I can probably give some suggestions.

Corv
Jamiri (2008-08-01)
That's what makes the game so interesting: find the right combat tactics to kill your enemies.
Nillo (2008-08-01)
I'm playing it on Normal currently, and I find it a very good challenge. Not too easy but always possible to move forward.

First time I died and got the Game over screen was versus the Old Crone. I wasn't paying attention to her jumps and tried to strike at the incorrect time. Tactics are *everything* in this game. :)
Corvuus (2008-08-01)
Well, if i wanted to grind and level, then the game becomes *significantly* easier.

I just used the 'given' party at the beginning, but i can't imagine trying the game without 1 of each class. Seriously, what would 3 knights do?

Corv
GiB (2008-08-01)
If the boses were so easy, the game wont be so interesting.
Jimbob (2008-08-01)
3 knights are a surprisingly capable team.
Nillo (2008-08-01)
In my experience so far the knight has been really powerful. He can heal himself efficiently if he gets in danger, and charge up his attack power to defeat foes that have high damage resistance. My current skill build for Kaltos is equal points into Fortitude/Hack/Recover/Might.

The musketeer is useful with her Powder Imps, they can block two attacks if you're lucky, and they stack if you use the skill repeatedly. My priest hasn't really shined, he's only useful for dishing out magical damage, and he's always the first one to get killed by multi-target attacks.
Mark Pay (2008-08-01)
I increased the difficulty of Easy mode shortly before release, since I found that I could blast through most battles on max speed, spamming skills and barely putting much effort in. Even with my knowledge of the game mechanics, that seemed too easy.

It's a very hard balance to strike. I felt that the game was most enjoyable when battles were closely won and much less so when they were easy and required too little effort.

Don't worry, Urtat in Chapter 4 is supposed to be hard to beat!

I went through the game with 3 knight/3 priest/3 musketeer combinations while balancing. The only serious difficulty I found was one battle at the end of Chapter 8 where a 3-musketeer combination really struggled due to a lack of healing. I added some specific compensation for that.

Hard mode is freaking hard, and I must confess that I haven't even tried Absurd mode much yet. I may give it a go whilst I am still compiling bug reports.
FallenAngel (2008-08-01)
Playing on Normal here.
I just got to Porto Vale yesterday and beat the level 53(I think) Knight. Haven't seen a single game over screen yet, although I've come very close a few times. Didn't grind in any way either.

Contrary to many other games, where you just hammer on the attack button and can still pretty much kill everything, TSE2 requires you to pay attention to enemy positions, resistances, armor levels, attack types and patterns and then fight them accordingly.

For example, a little "guide" to defeat the Circus challenge Knight(as far as I still remember all that stuff correctly, not 100% sure on everything):

- His attacks consist of
1. Running straight up to the first party member and hitting it for good piercing damage.
2. Charging through all of your characters, hitting them all for medium piercing damage.
3. Hitting a target of his choice with Swordfaith for decent magical damage.

- His assist skills consist of
1. Healing himself(roughly 500 hp I think).
2. Charging up to deal more damage(takes more too).
3. Fortify himself to raise his armor level.

- Strategy
1. Put your Priest in the front.
Priests have high Chi to soak up physical attacks(Concussive and Piercing), which unlike HP regenerates slowly on it's own.
Sprite Summon can be used to regenerate Chi even faster, if the Priest takes too much damage.
Whenever you're not casting Sprite Summon to regenerate Chi, you should cast Aurora to build up a formidable(and stacking) wall against the Knight's only Magical attack, Swordfaith.

2. Your Knight is the damage dealer for this fight.
The enemy Champion has very high armor values, so you need high single-hit damage to blast through this defense.
Hack is obviously out of the picture, as is Thunderstrike(multi-target and low damage). Swordfaith is single-hit, but doesn't get full benefit from Charge.
That leaves us with Slay.
So the Knight's job is to stand in second row, gather 80 energy and use Charge and then charge up Slay into maximum Overdrive.
Make sure you ONLY attack when the enemy Champion is NOT under a defensive buff, or you'll waste your attack. Preferrably, attack while he charges himself.

3. The Musketeer has a rather boring job here.
Churn out Smoke Screens(make sure to time them properly to not waste time, don't just set them on auto) to majorly hinder the enemy's offense.
When your Knight has his overdrive Slay ready, use Powder Imps instead so you don't risk him missing due to your own Smoke Screen.

I brought him down rather comfortably with this strategy.

"My priest hasn't really shined, he's only useful for dishing out magical damage, and he's always the first one to get killed by multi-target attacks."

I'd have to disagree here. Priests are very tough due to their Chi, which acts as regenerating ablative armor against physical damage.
If your Priest is getting taken out by multi-target attacks, it's because you forgot to put up Aurora(which is twice as effective on the caster as a nice bonus) to protect his comparatively low HP from Magical damage.
Not to mention that due to the Chosen skill, they're super resistant to Magical and Ethereal damage anyway.
Nillo (2008-08-01)
Yeah, but not all attacks are magical, and it seems like chi doesn't always absorb damage for some reason. Sometimes he just takes the damage on health instead of chi and falls to the ground easily. Aurora did help against a few bosses though.
FallenAngel (2008-08-01)
Huh...as long as the damage was Concussive(yellow) or Piercing(blue), so far my Priest's Chi never failed to absorb it.
You can see what damage type enemies deal by watching the damage window, are you sure you got hit by physical damage and it passed your Chi?
Nillo (2008-08-01)
Ah, I didn't know it only worked against specific types of damage. I may have missed something in the tutorial, or it wasn't explained clearly enough. In that case Aurora and Chi would complement each other nicely.
FallenAngel (2008-08-01)
I'm not sure how much the tutorial explains on Chi myself, but the manual explains it in great detail.

Priests have their regenerating Chi to soak Concussive and Piercing damage, their passive Chosen attribute to reduce Magical and drastically reduce Ethereal damage and finally Aurora to build a(stackable) wall against Magical damage(twice as powerful for the user).
In the end, they end up really tough if you combine these defensive properties.
YanPL-tse (2008-08-02)
again, 3 priests go against almost anything when correct tactics used
Mark Pay (2008-08-02)
That's a really good guide for the Urtat fight FallenAngel.

I shall look at adding a description of chi absorbtion to the 'Priest's Health' skill popup, so that it is easier to find in-game. I think it got rather left out of the tutorials.
Jamiri (2008-08-02)
What do you get from beating Urtat, anyway?
Mark Pay (2008-08-02)
Urtat gives xp, about 2 levels worth, and I believe 300 gold.
CGman (2008-08-07)
FallenAngel - thanks for the excellent guide. If you believe it, I had gotten to this point in the game rather easily without ever actually understanding what chi was. No longer, and a good thing too, as I suspect it will come in handy.

Mark - this game is incredible. More lavish praise when I beat it. Thanks for making my summer.

Oh, and is that all you get from Urtat? I was very insistent on sticking around to beat him because warriors one optionally bests in battle in TSE have a way of coming back to help you... :wink:

~Yair
GiB (2008-08-07)
The game is incredibly easy if the dificulty is set to easy.
Jamiri (2008-08-07)
"Oh, and is that all you get from Uriat? I was very insistent on sticking around to beat him because warriors one optionally bests in battle in TSE have a way of coming back to help you... :wink:

~Yair"


No, this one won't come back afterwards as a friend...
adam315 (2009-02-11)
Hello! everybody know how to defeat Ick Thelloth on Containment Block with Kaltos, Charlotte, Enshadu?
I'm on level 79!!! please help me...and this game is really good :D
Tiavals (2009-02-11)
For Ick Thelloth, try using Smokescreen with Charlotte, then using Slay with Kaltos, casting Damn with Enshadu every few turns, and attacking or blessing Kaltos otherwise.
adam315 (2009-02-11)
not work! killed me with 6000 or 8000hp :cry:
Tiavals (2009-02-11)
Try again.

Lower the difficulty to Easy if it's higher.

Use Recover with Kaltos if he's low on HP, and Heal with Enshadu.

Use Charge with Kaltos before Slaying, and wait until you have Overdrive(wait until his action bar is full, then wait some more until it's yellow and attack then).
adam315 (2009-02-11)
thanks! :lol: I killed it
reavenk (2010-01-03)
What about advice for killing Ick Thelloth with 3 Musketeers. It seems on easy at level 83 I can't even have all 3 just defend for that long, let alone attack and take reciprocating damage.

It seems that drain life items do more damage to me than good, I can't dodge, or item heal/party heal fast enough, and I can't take turns with heal abilities and recuperate. The biggest problem is when my guys start dying and resurrecting, he throws 3-5 of those arcing mud slings in a row.
Brickman (2010-01-10)
Ick Thelloth is the one battle in the game where there's really no substitute for healing. The only way to beat him with three musketeers is to gather up every item you can that has a healing effect throughout the game, equip them all, and demonstrate a lot of patience. I haven't done it myself, so I have no idea how hard it is, but since he can also inflict undodgable poison and I believe a weak direct absolute damage attack to the currently targeted person whether you attack or not I imagine even with all the healing items you can hold it's quite tough.
DesertDweller (2010-03-16)
After trying several times, I found a good combination for beating Ick Thelloth on Normal, and it worked well enough that I would say it could extend to Hard.

I had Charlotte, Mericious, and Denever, and basically this is what I did:

Before: Make sure powder imps, aurora, heal, slay, and recover (especially recover) are decently appointed points. I rarely use my recover points or whatever they're called so this wasn't much of an issue. Put any magic/health rings on Denever and any extras on the others.

Charlotte: Powder Imps. That's basically it. Her main purpose was to mitigate the damage done by the magic attacks that sprout from the monster. She's not very useful for much else except maybe an occasional black bullet.

Mericious: Aurora and occasionally Heal. There really isn't much to say. The magic attacks are deadly, so stock up on aurora protection early. Heal only to help Charlotte survive, as you need her powder imps to help also.

Denever: Slay, (Charge?), Recover, Recover, and more Recover: If everybody else in your party dies, use recover with Denever until at least Mericious is casting Aurora again. (pause your energy usage if you make it back to full health) If you don't have enough Aurora protection, one round of the magic spurt can devastate you.

When you get a chance, have at least 2000 hp, and the TARGET is Denever to receive retaliation damage, let out a slay or charged slay. Recover back to 2000 hp. The TARGET will probably be on someone else unless Denever is the only one left. Never attack unless you have at least 2000 hp and the target is you. Save energy to pass the time.

Doing this, I could get into a decent cycle of micro-management. Mericious recovered to enough hp and chi to survive one round of that brown bouncy goop attack, and Charlotte 0-3 or so typically depending on how lucky a lady she happened to be.

Using this strategy, I could always garner enough protection around Denever to safely make a slay attack such that even if all went awry I could safely recover to 2000 hp or so. Remember that if you don't have any Aurora protection and the other characters die, with one round of the magic attack you're pretty much gone.

It's slow, but it works well.
DesertDweller (2010-04-07)
Wow. Just ran through Ick Thelloth on Absurd with Mericious, Grace, and Pyan-Pau. It was the easiest boss battle I've encountered so far.

I've focused my strategies on giving Grace an excellent Smokescreen. It currently has 70% + 12% (bonuses) to yield 82% dodge rate.

I gave Mericious and Pyan-Pau decent Aurora and Strike stats, then went at it with Aurora and Smokescreen, occasionally healing when need be.

After a good couple of minutes like this, I then switched to having Mericious (my offensive priest) do Strike and having Pyan-Pau heal. Occasionally I would switch roles to have Pyan Strike and Mer heal so Pyan wouldn't die.

Doing this it was REALLY easy. I played through the whole battle on cheetah mode (or whatever the fastest is called) and encountered no difficulty whatsoever. Noone even came close to falling. o_0

Anyway so if you want a really easy Ick Thelloth battle get two priests and a musketeer and strike it to death! :D
abhifx (2010-04-22)
thank you desert dweller. just what i needed. got stuck there... even on an easy level :oops:

Selling items
Corvuus

Corvuus (2008-08-01)
I don't know if it is made like this or bug, but you can only sell items if the merchant has open slots.

So in the beginning, it is ok, just keep selling what you buy, and you have a net zero gain in inventory slots.

Then you start getting treasures and other items, and soon you can't sell items at all, have a full inventory, and then can't pick up stuff.

Is it supposed to be implemented this way?

Corv
Corvuus (2008-08-01)
also, it would be nice to be able to drop items as well.

I don't see an option to do that, and I really couldn't careless about selling items with the amount of money you can get.

Corv
Mark Pay (2008-08-01)
Hi Corvuus.
If you need to drop items from the inventory, middle click on them or place the mouse cursor over them and press the 'delete' key. It used to be 'right mouse button' which was easy to find, but I made some changes close to release.
I didn't extend the inventory tutorial past the first chapter so unfortunately it is easy to miss.

The vendor inventory size restriction was not intentional, more a result of initially trying to fit the interface into a certain area. Given the difficulty of updating the code late in development, I chose to leave it at 9 slots per vendor.
Generally there is space to sell the most expensive equipment, leaving the cheap, old equipment to be dropped.

Just bought! Also... Mark if you need...
OveMelaa

OveMelaa (2008-08-01)
Hello! I just bought TSE2 and im downloading it now :D:D:D:D:D

Also Mark... If you need a fast mirror for the demo please tell me. I have unlimited bandwith at my webhotel and enough space;) So if you need a mirror please tell me! :lol:
AlienVibe (2008-08-01)
Hello, I'm new here - I've played TSE 1 and really enjoyed it :D and now I want to buy TSE 2 and that doesn't work, because whenever I use the buy-button, the BMT Micro site starts to load and stops in the middle of doing so. What can I do to solve this problem? Or is there another possibility to purchase the game?
Mark Pay (2008-08-01)
Thanks very much for the hosting offer OveMelaa! I think we're okay for the moment, but I'll let you if we need your help.

AlienVibe - I'm not sure what might be causing that problem. I would advise retrying later at a different time. Let me know if the problem continues.
AlienVibe (2008-08-04)
Now I successfully downloaded the TSE2 demo and play it, and it shows clearly that TSE 2 is great work :D :D

I keep on trying to buy it (the price is as fair as the game is fun :D ) The problem with the buy-button still persists for me, and when I type the adress where it should lead to manually, everything I get is this:

HTTP Status 404 - /servlets/orders.shoppingcart

--------------------------------------------------------------------------------

type Status report

message /servlets/orders.shoppingcart

description The requested resource (/servlets/orders.shoppingcart) is not available.


--------------------------------------------------------------------------------

Apache Tomcat/6.0.16

But I'm not disencouraged up to now ...
Mark Pay (2008-08-04)
Was the address you were trying:

https://secure.bmtmicro.com/servlets/Orders.ShoppingCart?CID=3927&PRODUCTID=39270000

What browser are you using? Do you have any other browser installed that you could try using? Is your internet connection otherwise working fine?
AlienVibe (2008-08-04)
The adress you typed is exactly the one I tried. There are no problems with my internet connection, and the browser I normally use is Microsoft Internet Explorer. I tried the only alternative one I know on my computer (Sorry,I'm not good in these things :roll: ) - the 'telecom'-browser - and that also didn't work, I wasn't able to finish typing the address, the browser just started searching in the middle of it and found nothing.

Maybe ordering the game via email directly from bmt micro will work?
Mark Pay (2008-08-04)
That might be the best option if the website still won't load on your computer.

Their customer service address ought to be: orders@bmtmicro.com

I believe they allow orders by post and phone, so hopefully they will be able to arrange an order by email. They've been very helpful when dealing with me so far.

Let me know how you get on, and I'm sorry that you've been experiencing these problems. Computers are a real nuisance sometimes. :(
AlienVibe (2008-08-05)
Thanks for your comprehension :D

I've just sent an email to this address and have to wait now - with hope for the best.

Party chains
GiB

GiB (2008-08-01)
I cant choose from all the skils when making party chain(demo).They simply not all are shown.Is this any way to do this or it is just another bug?
Mark Pay (2008-08-01)
Characters do not receive all of their skills until Chapter 3, which occurs after the end of the demo.
The list of the skills available should be the same in the skill window, skill chain window and party chain window.
GiB (2008-08-01)
No, I dont mean this.Charlote has the skill lucky lady in the end of chapter two(where curently I am),but when I try to choose it:
http://img139.imageshack.us/img139/7660/newbitmapimagepp4.png
Mark Pay (2008-08-01)
Ah, I see. Lucky Lady, Might and Chosen are all passive attributes. You get the bonuses automatically, without having to activate any skill.
GiB (2008-08-01)
Thanks for the help :)
EDIT:Just a minor question.How do you select enemy and what will happen if you dont select it?
Mark Pay (2008-08-01)
The game selects an enemy automatically, but you can change the target by left clicking on an enemy. The white triangle underneath shows the currently selected enemy.

Demo vs Full
YanPL-tse

YanPL-tse (2008-08-01)
I can't find any handy list of differencies (altough, there are still some places i should look), so i ask for posting such list somewhere on the webpage. This should be done, since that's propably best way to increase sales of full ver.
Mark Pay (2008-08-01)
The only difference is that the demo ends at the end of the 2nd Chapter. Did you mean like a list of content found later in the game?
YanPL-tse (2008-08-01)
well, yes; I meant some list of things that would encourage ppl to buy.

but, I think i've found some of that stuff in the manual and in first two chapters.
More skills, more monsters to kill, more fancy items.


After I finished demo, there was some splash screen with monsters, and I seen something that reminded me of granael; how are this two related??
Mark Pay (2008-08-01)
There is no real relation between the two. They are both evil, fat boss monsters that you need to fight late in the game. :D

Targeted Assistant Skills
FallenAngel

FallenAngel (2008-08-01)
How do you choose the target of a friendly Targeted Assistant Skill like Bless or Enpowder(actually, those are the only two I think) WITHOUT using a programmed Skill chain, but just the Right-Click Skill-Ring?
Targetting an enemy with a hostile TAS like Damn is easy enough due to the white arrow, but your own party doesn't have a marker like that(that I'm aware of at least).
For me, Enpowder always simply targets the user and Bless targets the person in front of the user(or at the back if the user is in front row).
Mark Pay (2008-08-01)
Quick-selected assistant skills currently always target Character 2.

The radial menu was a fairly recent addition to the game and it took me a while to work out all the unforseen consequences created by such a small and innocent little bit of extra code.
I had this in mind and it was mentioned after the first 1-level demo too. But I didn't want to risk adding the code close to release when I still had a lot of other testing to focus on.

This is a feature I definately want to add, I expect as a second RMB hold to drag the skill onto a character.
FallenAngel (2008-08-01)
Ah ok, I thought I was missing something.
For now, I've simply made 3 single-skill chains for Enpowder and Bless, each targeting a different character.
Since I normally micromanage all skill-use through the RMB menu, I can comfortably use the 3 quickslots of Charlotte and Enshadu for this.
Jamiri (2008-08-02)
I also find that the TAS need some tweaking to be more comfortable to use. At the moment I rarely use them, because you don't really need them to win any of the battles. If they were a bit easier to use I'd certainly employ them more often.
FallenAngel (2008-08-02)
In the first few chapters you don't really need Bless or Enpowder, but in later chapters, against some specific enemies, pretty much nothing short of a Blessed, Enpowdered and Charged Knight using a full Overdrive Slay on a Damned Large enemy will bring the pain :P
Ok, that's somewhat exaggerated, but Bless and Enpowder are very useful against enemies with unusually high armor/resistances, which tend to be immune to all normal attacks and sometimes even Charge-assisted ones(where you need to double or triple up on assist skills).
Jamiri (2008-08-02)
Yes, they are useful, but not a must. There's always at least one other tactic leading to victory. And those tactics are less tedious most of the time. That's why I usually don't use the TAS.

Ethereal damage
GiB

GiB (2008-08-01)
Many enemies have low resistent to the ethereal damage, but also there arent many skils to deal ethereal damage.Knights havent any skill for this at all.Musketeers' blackbullet and priests' sprite summon are the only skils that deal ethereal damage.So it should be good to add in these skils.Even when you face an enemy with 100% resistant to the ethereal, it musnt be a big problem, because you can specialise in your character in three skills and the health(because maximum skill level is the party level/4 so you can add four skill points untill maximum skill level increases) and there will be alternative skill that deal concusive, piercing or magic damage.
All this make the ethereal skills very usefull.Are there any items that increase the ethereal damage?
Mark Pay (2008-08-01)
Yes, there are a number of items that add ethereal damage to attacks.
Jamiri (2008-08-02)
I find that the Black Bullet wins you many fights :-). It's so devious and one of my favourite attacks.
YanPL-tse (2008-08-02)
what about absolute damage: are there any items giving such bonus?
GiB (2008-08-02)
There is and absolute damage?
FurryRage (2008-08-02)
I think he meant bonus to all kind of damages instead of specific ones.
Mark Pay (2008-08-02)
There are items that deal absolute damage, and they're very useful. There are none that add it to regular attacks though.
Jamiri (2008-08-02)
Please explain! How do you know that an item deals absolute damage?
FallenAngel (2008-08-03)
"
Drain Life - Deals absolute damage to the nearest enemy and heals the character
"


From the Item Effects thread. I guess items with this effect are the only way for player characters to deal abolute damage.
GiB (2008-08-03)
This drain life is very useful, I wish I have it.
Mark Pay (2008-08-03)
Drain Life is the only way to deal absolute damage, and I believe there are two items which have it.

Descriptions on special items?
Nillo

Nillo (2008-08-01)
Earlier in the game I found a necklace that just said "Special: Trick". I know that I can find out what the ability does in the manual, but it is still confusing to newbies. Can you add a brief description next to each special ability on items?
GiB (2008-08-01)
May be it simply improve the trick skill.
Nillo (2008-08-01)
As far as I know the ones that say "Special:" are not a bonus, but cast the ability automatically. But what I'm saying is that I can't find out what Trick does without reading the manual. None of my characters have it.
GiB (2008-08-01)
You can read the manual, but I cant, because I still havent the full game :( .So there is items description at the manual in the full game.Can I see it?
Jimbob (2008-08-01)
The manual is included with the demo. The link is in the Start Menu.

EDIT: Plus if you go to the Skills Stats screen, hover over a skill, at the bottom it will tell you what it does.

Trick essentially lines up an attack/defense mechanism that will happen when you next get dealt melee damage. So you 'cast' it, then when you are hit in close combat, you lose less health than normal (like Brace) and damage to the enemy is done (at least that's how I understand it).
Mark Pay (2008-08-01)
I didn't actually include the item effects in the manual and I should have. There are two types - those which duplicate existing skills and those which do something different. 'Trick' on items is a periodic activation of a lesser version of the Trick skill.

Adding the descriptions in-game would not a straightforward issue. There's a shortage of space on that screen, and I can't add it as a popup because the description is itself already a popup. :?
Jimbob (2008-08-01)
Ahh, whoops I misread the other posts.

Didn't I poke you about this before, Mark? :wink:
GiB (2008-08-01)
[quote="Jimbob"]The manual is included with the demo. The link is in the Start Menu.
[quote]
Yeah, I have the link for the manual, but I havent(or cant find) the section for the special items.

Savenames in demo
YanPL-tse

YanPL-tse (2008-08-01)
it seems that names of saves are broken; looks like demo is setting name of saving point BEFORE updating it (i got save in Aulders mausoleum named traders' last station; my first save appears to be without any location or party name at all)
Jimbob (2008-08-01)
Are the saves intact otherwise? (i.e. do your characters have all the right points and items?). If so, it must be related simply to the header file of the save. Take a look in Saves/Stored/Save 1 and find header.ini, I guess it should be blank... which is odd.
YanPL-tse (2008-08-01)
it's bit insane: it writes the header of last save - i started new game, and saved game in first save location: and header was incorrect, stating that this is save from other party from aulders mausoleum. After I saved it again, in same slot, everything seemed to be fixed.
It's only "header disorder", everything else about saving works fine. Seems like game writes header to file before updating it.
Mark Pay (2008-08-02)
I wasn't able to reproduce this.

What 'might' have happened is that for some reason the header.ini failed to copy across from the temp directory into the save directory, leaving the old file there instead ( which only contains visual data for the save/load screen )
I don't know what would cause this, it is only a theory.

Has this only occured once? If so, let me know if it happens again.
YanPL-tse (2008-08-02)
It happens every time when I save. Altough, images of characters are correct. Issue is not related to copy IMHO. I suppose that its matter of what you copy.

When trying to produce screenshot clearly showing the situation, I found out that new game cannot be started if folder %TSE%\Save\Current is gone.
Mark Pay (2008-08-02)
\Save\Current is the temporary data folder used when saving, and the game will not work correctly if it cannot be found.

Does the name and party information for a save slot remain the same on the Save/Load screens no matter what game you save into it?
If so, could you check the header.ini in that save folder and make sure that it is not set as 'Read only'?
YanPL-tse (2008-08-02)
This screenshot was done after "cleaning" save folders. first I saved to Save 9, then i saved to Save 8. As you can see, character graphics are OK, but description is missing in save 9.

If it was "read only", why char images would change?

EDIT: It looks like it should work like this:
a) write who's in party to Save\current\header.ini
b) write party text description to Save\current\header.ini
c) copy current header to Save location

And for me, b) and c) seem somehow switched. the question is, why?
Mark Pay (2008-08-02)
I've looked at the code some more. A newly created party does have a header.ini with party information, but no text string. I can't remember why I coded it like that but this was a long time ago. :)
Anyway, this data should be overwritten as soon as you save at the first save point in the game.

So it sounds now as if header.ini is not being updated. But only sometimes.
And that makes little sense, because the very first thing that the game does when you save, is write to header.ini.
If a logic error existed in the save code, I would have expected other people to report a similar problem.

I can't do much at this point except recommend that you try re-downloading and reinstalling the demo. I'll have to wait and see if anyone else experiences a similar issue.
YanPL-tse (2008-08-03)
Redownload / reinstall didn't change the situation - I did some extra research, and after saving game, "current" header has always later modification date than "stored" one.

If you're sure you put statements in correct order, there's only one possible reason: somehow, system generates some delay when saving current header and copies older one instead. I got to check that on other OS, and on better PC.

Results:
w98se 0.5ghz: nope, delayed "current" write
wXP Professional, duron 1.3ghz: works correctly
I will check it on another 98 as soon as possible.

fun thing is, that game works smoothly with all details at 98, and is bit slower and less smooth at XP.
TwiTerror (2008-08-03)
It sounds like a permission issue in the writing directory of the savegame.
Mark Pay (2008-08-03)
Thanks for researching the problem some more YanPL.

The current header is likely to have a later date than any stored one because the current folder is also used to save party data between levels.

I am surprised that the game is playable on a 500mhz machine. I think the lowest I tested it on was a 900mhz duron.
YanPL-tse (2008-08-03)
"The current header is likely to have a later date than any stored one because the current folder is also used to save party data between levels."
Is it supposed to be so right after copying header file to save location?


what is happening:
1. game opens current header file, and starts writing party description.
2. game copies header file
3. file is closed, changes take place. thus, changes don't apply to copied file.

Solution: writing to current header earlier, for example when entering area and leveling up OR waiting for writing to finish before copying file.

I don't know for sure what's the order of copied files; but, I can tell you that this 'system specific' bug would have lower chance to occur, if game copied other files in the meantime (all other files are being written earlier, or with some other method, so that does no matter for them when are they copied).
Anyway, this bug is not your fault - it's just the unpredictable behaviour of Windows's functions what breaks this down.

For the playability - both PCs have the same, good Nvidia card, and that's why it works like dream even on slower CPU.

Night gale bug
sinjin25

sinjin25 (2008-08-01)
In the Bitten Breeding Fields on chapter 6 or 7 there's a bug with the night gales. On easy and normal once they attack they never stop, and since you can't hit them while they're attacking you don't get another chance.

EDIT:
Actually it looks like it can happen on any difficulty D=

EDIT 2:
I found you can get around this bug by going on any speed other than the cat.[/b]
Mark Pay (2008-08-02)
Thanks for the report sinjin, I will look at speeding up their movement for the top speed setting.

Big weapons?
FurryRage

FurryRage (2008-08-01)
Will we come back to the fortress at chapter 2 later to buy the artillery piece and the hero sword or do I have to grind to get the money to buy them?
I'm playing on difficult/locked (don't know how to unlock absurd, so I went for the hardest difficulty in order to be sure to unlock absurd after finishing the game, which I assume is the way to do it)
So, I could really go for some serious damage dealing, and I want to know how to get these weapons, if I go past chapter 2.
Thanks
GiB (2008-08-02)
These one with the big price?You should fight more enemies to get so many credits and then come in the fortress.
TwiTerror (2008-08-02)
You may or may not come back to this place - but you are not intended to buy them in chapter 2.
GiB (2008-08-02)
I think he is, I also saw them.
http://img139.imageshack.us/img139/6301/newbitmapimagefu2.png
FallenAngel (2008-08-02)
"These one with the big price?You should fight more enemies to get so many credits and then come in the fortress."

Is that even possible?
As far as I'm aware you don't get money from defeating monsters, only from chests and as quest/minigame rewards.
GiB (2008-08-02)
""These one with the big price?You should fight more enemies to get so many credits and then come in the fortress."

Is that even possible?
As far as I'm aware you don't get money from defeating monsters, only from chests and as quest/minigame rewards."

I didnt notice this.
Mark Pay (2008-08-02)
That is correct, money is usually only found in crates and a few side-games.
Absurd is unlocked after completing the game. ( Or alternatively opening Data/Current/game.ini and setting "Completed=1" )

The rifle may or may not be a literal Chekov's Gun. ;)
http://www.antipope.org/charlie/blog-static/2006/06/chekhovs_gun_revisited.html
Jamiri (2008-08-02)
So, has anyone ever bought that artillery gun then?? Is it any good? Does it make the next two chapters a piece of cake?
Nillo (2008-08-02)
I doubt it's even possible to purchase the gun at that point in the game, unless you're cheating somehow. But rest assured that you'll get a chance to try it out later.

Why are you guys speaking so vaguely about the gun anyway? It's not important to the plot and this is in the spoiler forum after all.
FurryRage (2008-08-02)
you can't at chapter 2, I figured out that you don't gain gold from the monsters ijn this one after I posted, so, there's no way you can buy it aat this time, even without spending gold (since I haven't bought a single item in chapters 1/2 because it wasn't needed and I ended up with only like 900 or 1000 gold at this point)
Brickman (2008-08-18)
Yeah, you can buy it again near the end, both of them. The gun's pretty damn powerful, but the sword seems a bit underpowered by that point in the game--a lot of weapon level, sure, but you're past the parts of the game where you'd really need the blessing in order to punch through something's armor and other swords you'll have by then will grant you big enough bonuses to a specific skill plus much nicer bonus effects (life steal, free spirit summon, self healing, a sizable regenerating chi sheild) and defensive bonuses to mostly make colossus unnecessary. Or at least it was for me and my swordfaith-centric fighter; admittedly, on reconsideration I did an awful lot of hacking in that final leg of the game which'd be pretty strongly enhanced by a weapon level of 24.

AWESOME!!!
Soulmyst

Soulmyst (2008-08-01)
Mark, Josh....Congrats!!!

This is simply amazing work from both of you. TSE-1 had some of my all time fav soundtracks and graphics but TSE-2...well I'm speechless!

So much I like about the game but here are some things that really stand out:

Difficulty (playing hard, locked) and yes, difficult but makes fights much more tactical and enjoyable. Just the way I like it.

Running wow this is a really nice improvement over TSE-1

Stand of / Challenge mini games hope this is the way to decribe it (ppl wil know what I mean after Underport)

Varied amount of encounters + monsters Always been a sucker for a nice array of different enemies to fight (and go back and fight them again hehe)

I'm not even very far in the game and already fell in-love with the music and graphics. Well worth every cent and I hope lots of people support your work buy buying the game.



P.S Mark, please check whats wrong with http://www.thespiritengine.com vs. http://thespiritengine.com = typing in the browser without the www. gies me the old website where there is no links to TSE-2 or means to buy it. I had to use the link in the forum to access the buy page?
TwiTerror (2008-08-02)
"P.S Mark, please check whats wrong with http://www.thespiritengine.com vs. http://thespiritengine.com = typing in the browser without the www. gies me the old website where there is no links to TSE-2 or means to buy it. I had to use the link in the forum to access the buy page?"

This is probably just a cache-issue - the problem should be resolved by viewing the website and holding down shift and clicking refresh in firefox - or emptying the cache in others. (:

Thanks for the nice compliments by the way! :D
LachlanDavis (2008-08-02)
Personally my favourite thin (appart from tha catchy moosic of course) is all the detail in the background, Like in world 2 with the marching people.
Mark Pay (2008-08-02)
Thanks Soulmyst. I'm excited that you feel so positive about the game! :D Josh has done an amazing job on the soundtrack, I love it to bits.

Hard and Locked for the first play-through? You are a brave man sir, and I tip my hat to you! Let us know how you get on, I'm hoping that 'hard' mode lives up to its name.


As Josh said, I suspect that the address issues may be to do with caching. Both should point to the same server and they seem to be up to date when accessed from my browser.

Lachlan - I would have dearly liked to add more background detail, especially for the town areas. It takes a surprising amount of time though.
Soulmyst (2008-08-02)
Lachlan I totally agree, the background detail is nice. The parallax scrolling in cities = superb

Hard Difficulty Update:

Porto Vale om my word, got a nice beating and tactics really played a huge part. trying to get into overdrive with skills was tricky as hell.

Also, random monster spawns!! How nice to go back for some xp to find some different monster combos.

-------------------------

Really starting to appreciate the dialog and storyline with characters after Porto Vale!

-------------------------

P.S yes, using shift to refresh loads the page correctly now (how could I forget?!) testament to old age creeping in seeing as how I went looking all over the damn place for the soundtrack I bought on Josh's site.....just to find out that I saved it in the middle of nowhere under my laptop drivers folder??!! I need coffee...
GiB (2008-08-02)
I also agree background details and the new effects(especialy screen-shake)are very good.

Overkill in a certain boss fight (Spoilers!)
Nillo

Nillo (2008-08-01)
So I'm in the ruins and doing battle with my own imagination. It's quite an interesting fight, but it seems like there is a bug here. After Charlotte shot her enemy and it fell down dead, she could still shoot at it. She continued activating Flashbang on the corpse as if it was still alive. Each time she shot at it, the recovery timer increased, and soon it was up at 400 or something. I do not believe this is intended behavior.
Mark Pay (2008-08-02)
Thanks Nillo, this shouldn't be too difficult to fix.

It's already over :o
Nillo

Nillo (2008-08-02)
And I already wish there was more. I mean, I never got to find out the truth about what fate awaited my heroes. Did all their relatives die in the aftermath? Just who was Enshadu in the past? I could ask so many questions...

For some reason I think the ending of TSE1 left me more satisfied. Maybe it's because it didn't give the player as much information about the characters. Or maybe it's because in TSE2, there is still a sense of trouble in the air as it ends. The world may be in ruins, and there may be Rakari still alive and seeking vengeance.

For what it's worth, I took a picture of the statistics screen in the end. Thanks for that, by the way. I love these silly stats. :) Here it is:

[url]http://img148.imageshack.us/img148/7426/penultimafu6.png

I'm probably going to give it another try soon with three different characters and a higher, locked difficulty level. But I'll pause a while and clear my head. This was a lot of fun, and a lot to think about!
Mark Pay (2008-08-02)
Thanks Nillo! I really appreciate your enthusiasm for the game and I'm so glad that you have enjoyed it.

The ending was not an easy one to write, and Josh has done a wonderful job composing the music for it.
I didn't think that it would be appropriate to have a happy ending like the first game. So this one is a little tragic, but full of possibilities.

I considered revealing more about Enshadu and even having him take the mask off, but as in so many cases I felt that any reveal would be ultimately disappointing, and that the mystery would be more fun.

I was really happy with how the stats screen worked out! I think that it's a good way to end the game.

It's worth noting that all of the cutscenes that don't occur on a combat or town level don't actually add to the game timer. That combined with any deaths probably makes the total play time a couple of hours longer.
FallenAngel (2008-08-03)
Finished just now as well.

You know, when you can lean back and feel like you just accomplished something after beating a game and you get this sense of fulfillment, then you just played a darn good game.
Doesn't happen often for me nowadays, but I'm glad TSE2 did it for me.

Here's my statistics screen
http://img98.imageshack.us/img98/8868/mypartyxe1.th.png

I find it particularly interesting that Nillo had the exact same party, but drastically different skill usage charts. He didn't even use Smoke Screen(my most used skill), Enpowder, Summon Sprite and Staggering Blow once, rather relying on over thousand Hack's :P.


Favourite Character(Personality): Kaltos
Favourite Character(Appearance): Enshadu
Favourite Class: Priest
Favourite Boss(Strategy): Ick Thelloth
Favourite Boss(Appearance): Batiste
Favourite NPC: Jaques
Nillo (2008-08-03)
Hack slaughtered most of the enemies I encountered - against monsters that were resistant to piercing I charged it up before attacking, but it still did the job. :) Charlotte acted as the main defensive character with Powder Imps to block enemy damage, while Enshadu was mostly a liability and only situationally useful. I set him to just attack with magical damage and ignored the rest.

Kaltos was my favorite both in appearance and personality. The way he pulls out the sword and puts on his helmet at the start of battle is so undeniably badass, although I admit that Enshadu has a certain charm.
Nillo (2008-08-03)
On the subject of storyline again, I am a bit confused about the attacks on Porto Vale and the other cities. They were clearly done to incite a war between the nations. It is hinted that this is because humans have grown too many for the Rakari to control, so they need to be decreased in number. However it turns out that Batiste is behind the attacks, and he wants to eradicate the Rakari. Why then did he turn the nations against each other?
TwiTerror (2008-08-03)
The two nations were pitted against eachother to cause chaos and generally distract the Rakari - their delayed absence during the attacks made it much easier for the foes to gain access to the World Eye and easier to attack them as a whole.
Mark Pay (2008-08-03)
It's great to see people's stats screens! Thanks for your summary FallenAngel.


The war that Batiste starts serves several purposes:

- As Josh says, it distracts the Rakari as they are forced to try and stop it. It distracts everyone else too - for example Batiste wouldn't have been able to get in and out of Longreach otherwise.

- It severely weakens Lereftain. Batiste wants independence for his country and revenge for their oppression. He doesn't know exactly what the World Eye is capable of until he reaches it, only that the Rakari want to keep people away from it.
Crippling Lereftain helps to free Amara regardless of what he can achieve with the World Eye.
Brickman (2008-08-18)
There seems to be some magnetic attraction to Kaltos, Charlotte and Enshadu as first parties, despite not being the defaults. I guess we're all just manipulable rebels. Me too.

I forgot to take a screenshot (grr), but I saved it as text; rather than clutter this up I'll link to where I posted it in the other topic. I played very defensively most of the time, which surprisingly didn't actually hurt me during the avalanche part but might have been part of why I barely scraped through the western ascent. There's several bosses who I can hardly imagine trying to face without brace (Ick Thelloth and the vampire being the most extreme cases). I mostly ignored smokescreen because I didn't like it--how on earth do you people put up with a defensive skill whose duration isn't even as long as it'll take to regain the energy for the next one, which doesn't guarantee success and which can screw up your attacks as a bonus? Plus, Charlotte was too busy being my main damage output, backed up by Kaltos most of the time when he wasn't playing meatsheild. Enshadu was hard to place; there were an awful lot of battles where I had no idea what I wanted to do with him. His attack didn't seem as potent as the others, probably a punishment for not having to worry about his weapon level and sprite summon felt lacking (I honestly didn't bother with it most of the time). He did a good deal of healing, and aura casting whenever it would do any good.

If I had to pick a hardest boss, it'd be Ick Thelloth, easily. Even with my excellent strategy of only ever attacking if he was targeting Kaltos and he was braced, his offense was absurd--half the attacks couldn't be defended against with anything except healing and brace if you were lucky, and the other half would flatten your party if you didn't devote turns to defending against them. Enshadu could get no healing for himself and was way over his head trying to stack auroras against the magic attack AND keep the other two's health up, Charlotte had the misfortune of lacking both good armor and a chi shield to defend against the ground surge attack (though fortify, even mostly unleveled, helped tremendously), and Kaltos's brace was no use against the magic attack either. Damn absolute damage couldn't even be dodged.

I liked the final boss; specifically, the fact that you took the effort to reward EVERY skill in at least one part of it. First the defensive waiting game that really, really, REALLY should've had a timer since I found myself wondering if I was doing something wrong at one point because it was taking so long. Aurora, smokescreen, chi and of course healing skills unite. Then comes phase one, where he's very strong against magic (but weak to ethereal) and has an extremely low-defense power orb on either side which you more or less have to destroy first with lucky shot, thunderstrike, swordfaith or aim high. Then comes giant Batiste, with has huge damage reduction that demands charged attacks and a weakness to magic, but also has cronies on either side with the same negligable defense, and then once you dust that off the final phase where he has no defense or allies at all but does such a frightening amount of damage per attack that you need powder imps, dodge or brace just to survive more than one as you blast him the rest of the way to smithereens. Very well-done.

Anyways, comments on the plot:

I was very, very, VERY impressed with the attention paid to the characters themselves. In the first game you had the illusion of diffent characters, but it stretched beyond personality archetypes to the point where they were completely interchangable, except each had a single conversation and item or skill point bonus related to their origins and three different hostages were used. Here, massive attention was paid to making each unique. I can tell that right now even without a second playthrough--I sincerely doubt that the guardsman is secretly a voluntarily brainwashed ex-murderer, or that Pyan-Pau will fall in love with Mericious. There's even the boss battle in chapter eight that's different for each character, and areas where one specific character will get an emotional status effect. It's kind of ironic that there are not, however, any battles, items or skill point bonuses which only occur for one character.

As soon as attention was paid to her disagreeing with the plan, I decided that Shara was going to be revealed as either evil or Isabelle's mother. Yeah, score one for me.

I liked General Hardcastle, but was deathly afraid that he was gonna turn out to be a villain, simply because he had the face and the introduction that typically accompany military-style villains. Luckily, I was wrong.

Kaltos offering Isabelle a gun--now you're just teasing us.

Zerau could not have made it more obvious that he was gonna blow up the plane if he'd tried. "Thank you, this trip to the bathroom is quite urgent, I assure you". A fun character overall.

I admit to being creeped out by the thing with the Crone and the pilgrims--not what I expected (though I did think the pilgrims being evil was too obvious to be the truth). Was it intentional how similar they looked to the Serpentine Acolytes?

It's sort of depressing how the happy part of the game, porto vale, was immediately devastated as soon as you leave, with everyone who you'd interacted with there dead. Well no, on second thought, they said a third of everyone did escape. But it was certainly a buzzkill that after the talk about how he'd take his defeat as an excuse to become twice as strong and his prediction that he'd meet us again Urtat wasn't even alive two hours later. Also, kinda ironic that you in effect saved the life of those thugs who attack you right before the end of the chapter, since they're ferried out of the city just in time. Speaking of which, was it intentional that the military-guy's declaration that "noone gets in or out, not even the Rakari" was so blatantly ignored, to show how powerless the humans were, or just an oversight?

You get no points for guessing the Rakari are evil long before it officially comes out. I was actually AMAZED that you don't end up fighting them near the end, as I expected right from their first appearance on camera--I suppose, given what we learn near the end, doing so would've been suicide.

My warning bells all sounded when I first saw Batiste, but I grew to like him so much as soon as he started speaking that I completely forgot to even suspect him of being evil, definitely had by chapter seven, and just figured he was supposed to look cool.

I liked Clay13. When Batiste turned evil, I at first was expecting to end up fighting Clay before the game was through, but one more conversation with him and I was convinced that he'd be an ally against the final boss instead. Nope, dead by then. Shame, this means we never get to see him in action.

I was surprised that when Batiste rescued them from the Keepers the party didn't immediately reveal to him the important and shocking truth they'd learned at the institute just before being knocked out. You'd think after all that getting that vital information into the hands of the parliamentarians to help end the war would be their first priority, even before hunting the keepers.

Shara's battle sprite was, to be honest, quite ugly, or at least out of place during the conversations in which it was used. By the way: NEVER name three characters the same thing with one non-first letter different again. Grr. Actually, kind of odd that the one Clay thought was nicest was the one with, from what little we saw, the most violent personality.

Darak's part was. . . interesting. Sort of turned the plot on its head one last time. What's really interesting is that he philosphises on how important freedom is and he leads you to help you kill a mind-control monster, yet he gladly helps you stop the plot to overthrow the mind-controlling Rakari without even thinking about it, nor do the party hesitate despite agreeing with him. The price is just too high.

The hallucinations part was really cool.

Interesting how the ending sort of contrasts the first game's: There, the final boss was a distraction until the villain could use the world-altering machine but ultimately the heroes end up using it to not change the world, here, the final boss is the villain USING the machine to change the world and the heroes never get a chance to touch it.

Plot hole of the century: Where'd Isabelle get a tank? No really, where'd Isabelle get a tank?

So now that we've finished it, the grand question: Was this world at some point created by the Spirit Engine from the first game, and is the World Eye itself related to the Engine? Be honest here.
Mark Pay (2008-08-18)
It's great to read such a detailed analysis Brickman. Thanks for sharing it!

"There seems to be some magnetic attraction to Kaltos, Charlotte and Enshadu as first parties, despite not being the defaults. I guess we're all just manipulable rebels. Me too."

I kind of suspected it might happen. I think they seem to be the 'cool kids'. :D

"I liked the final boss; specifically, the fact that you took the effort to reward EVERY skill in at least one part of it. First the defensive waiting game that really, really, REALLY should've had a timer since I found myself wondering if I was doing something wrong at one point because it was taking so long. Aurora, smokescreen, chi and of course healing skills unite. Then comes phase one, where he's very strong against magic (but weak to ethereal) and has an extremely low-defense power orb on either side which you more or less have to destroy first with lucky shot, thunderstrike, swordfaith or aim high. Then comes giant Batiste, with has huge damage reduction that demands charged attacks and a weakness to magic, but also has cronies on either side with the same negligable defense, and then once you dust that off the final phase where he has no defense or allies at all but does such a frightening amount of damage per attack that you need powder imps, dodge or brace just to survive more than one as you blast him the rest of the way to smithereens. Very well-done."

I'm glad that this worked out. I remember in the first game, people got to the end boss and skills like Life Drain didn't work at all, and that was disappointing.
I'd originally wanted to make the giant Batiste huge, but a mixture of game mechanic awkwardness, the work required and potential sprite-draw slowdown put an end to that idea.
I was torn on whether to display the starting timer. Like the energy bar, I found the 'comeoncomeoncome!' waiting game to have some appeal.

"I was very, very, VERY impressed with the attention paid to the characters themselves. In the first game you had the illusion of diffent characters, but it stretched beyond personality archetypes to the point where they were completely interchangable, except each had a single conversation and item or skill point bonus related to their origins and three different hostages were used. Here, massive attention was paid to making each unique. I can tell that right now even without a second playthrough--I sincerely doubt that the guardsman is secretly a voluntarily brainwashed ex-murderer, or that Pyan-Pau will fall in love with Mericious. There's even the boss battle in chapter eight that's different for each character, and areas where one specific character will get an emotional status effect. It's kind of ironic that there are not, however, any battles, items or skill point bonuses which only occur for one character."

A lot of effort was put into character-specific cutscenes and dialogue. I hope and believe that it's worked well enough to make them unique characters.
There is also one character-specific battle, and a couple of items that are character specific.

"I liked General Hardcastle, but was deathly afraid that he was gonna turn out to be a villain, simply because he had the face and the introduction that typically accompany military-style villains. Luckily, I was wrong."

I wanted to avoid making the military villainous ( ditto with the church), since it seemed like one cliche that was easy to dodge. The Lereftese army gets portrayed in a rather good light I think, though Grace's back story casts a rather different light on their past behaviour ( and Hardcastle too by inclusion I suppose ).

"Zerau could not have made it more obvious that he was gonna blow up the plane if he'd tried. "Thank you, this trip to the bathroom is quite urgent, I assure you". A fun character overall."

Hehe. :D Yeah, for a spy I suppose he's not exactly subtle sometimes. He was loads of fun to write and probably one of my favourite NPCs.

"I admit to being creeped out by the thing with the Crone and the pilgrims--not what I expected (though I did think the pilgrims being evil was too obvious to be the truth). Was it intentional how similar they looked to the Serpentine Acolytes?"

Not really intentional. Come to think of it, they do have similar colour robes, don't they? I suppose red and purple seem like the next best choice after black.

"It's sort of depressing how the happy part of the game, porto vale, was immediately devastated as soon as you leave, with everyone who you'd interacted with there dead. Well no, on second thought, they said a third of everyone did escape. But it was certainly a buzzkill that after the talk about how he'd take his defeat as an excuse to become twice as strong and his prediction that he'd meet us again Urtat wasn't even alive two hours later. Also, kinda ironic that you in effect saved the life of those thugs who attack you right before the end of the chapter, since they're ferried out of the city just in time. Speaking of which, was it intentional that the military-guy's declaration that "noone gets in or out, not even the Rakari" was so blatantly ignored, to show how powerless the humans were, or just an oversight?"

That's a good point. They do get saved, don't they? :o
Governor Banks was refering to the Inspectorate, which is an organisation often mentioned but only occasionally seen in Chapter 4.
They were supposed to be a sort of 'thought police', run by the Rakari with the aid of numerous human agents.
Banks almost certainly meant the human inspectors. The Rakari wouldn't have paid any notice to his orders.

"You get no points for guessing the Rakari are evil long before it officially comes out. I was actually AMAZED that you don't end up fighting them near the end, as I expected right from their first appearance on camera--I suppose, given what we learn near the end, doing so would've been suicide."

Yeah, being able to fight them would not have made much sense. They're not really evil so much as amoral, but the party still really has no way to resist them.
Quite how Batiste and company managed to dodge them for so long is an interesting issue, and there never really seemed like an appropriate point in the game to stop and rationalise it.

"My warning bells all sounded when I first saw Batiste, but I grew to like him so much as soon as he started speaking that I completely forgot to even suspect him of being evil, definitely had by chapter seven, and just figured he was supposed to look cool."

It was difficult to decide how far to go to obscure his villainy. While the party has little reason to distrust him in their world, his character design and entourage are likely to mark him as the bad guy to the experienced RPG player.
It felt difficult to hide this without deliberately 'cheating' the player's perceptions.

In the end I'm glad to hear that your suspicions of him were softened by his dialogue. He does honestly believe that he's doing the right thing.

"I was surprised that when Batiste rescued them from the Keepers the party didn't immediately reveal to him the important and shocking truth they'd learned at the institute just before being knocked out. You'd think after all that getting that vital information into the hands of the parliamentarians to help end the war would be their first priority, even before hunting the keepers."

That's a good point. Jaques does tell them not to trust anyone in authority though, and not talk to them until they have proof. They still don't have any (though they know now where to find it), and they probably wanted to wait until they could address a group of parliamentarians under better circumstances.

"Shara's battle sprite was, to be honest, quite ugly, or at least out of place during the conversations in which it was used. By the way: NEVER name three characters the same thing with one non-first letter different again. Grr. Actually, kind of odd that the one Clay thought was nicest was the one with, from what little we saw, the most violent personality."

I think it could have been better, yes. I was worn out by the time I got to the assets for Chapter 9, and I feel some of them suffered for it.
Even I can't remember which triplet is which. :) I had a little slip of paper which identified them by their hair-dos.

"Darak's part was. . . interesting. Sort of turned the plot on its head one last time. What's really interesting is that he philosphises on how important freedom is and he leads you to help you kill a mind-control monster, yet he gladly helps you stop the plot to overthrow the mind-controlling Rakari without even thinking about it, nor do the party hesitate despite agreeing with him. The price is just too high."

Rationalising the party's decision to try and stop Batiste was an interesting problem.
A player, with their own beliefs and meta-knowledge may disgaree, and that makes for an awkward situation in an entirely linear narrative.
In the end, the characters make their own choices and decide that the orwellian dictatorship they've grown up in is preferrable to the mass-destruction and anarchy Batiste appears to be planning.

Darak gets no dialogue for the first 2/3 of Chapter 9. There seemed little opportunity for him to speak that wouldn't have been redundant ( and raised questions from other characters about what the heck he is )
He's an observer until the World Eye, at which point it becomes clear to everyone that Batiste has become genuinely mad.

"Plot hole of the century: Where'd Isabelle get a tank? No really, where'd Isabelle get a tank?"

:D It's meant to be a left-over automaton, like Clay and the Hand from Chapter 2.

"So now that we've finished it, the grand question: Was this world at some point created by the Spirit Engine from the first game, and is the World Eye itself related to the Engine? Be honest here."

No. Although it could have been.

Phew! Thanks for taking the time to write such a detailed post and I hope that I've written enough to give it the response that it deserves. Do let me know if you have any more feedback.

Party Batle (idea)
YanPL-tse

YanPL-tse (2008-08-02)
I got the idea which might be interesting:
Fight mode, where two savegames would be loaded, then gamer would build/choose Party chains for each party, and then parties would battle till only one group is left. During match one party could rotate with space bar, other with mouse, and choose target with some other key / mouse. There would be no skill changes possible during combat!

It would be brilliant way to compare party bulids or simply have fun, or challenge other players. Furthermore, making this full-version-only feature would be another good reason to buy the game. I alredy felt major excitement after only imagining this feature and possibilities it would create.

I'm not sure if someone had such idea before, as I wasn't around the forums for some time and I did not read everything when I returned.
LachlanDavis (2008-08-02)
+1

Not sure if Mark really feels like adding an entirely new game mode tho...
GiB (2008-08-02)
This will be very interestiong
Mark Pay (2008-08-02)
This is a nice idea.
I had thought about multiplayer early in the project. My previous work with multiplayer-on-one-PC games discouraged me from such a solution and the netcode requirements for an online version are currently beyond my coding experience.
I chose to focus entirely on the single player instead, since that was a very large task already!

Any multiplayer mode would currently require a complete engine rewrite and that is not something I am looking to do at the moment, sorry. :( It is something I have thought about, and would like to have, but it is a very large amount of work and an offline version I suspect would only be used by a small number of players.
Jamiri (2008-08-04)
Yeah, forget about multiplayer, but you could still do a single-player practice mode vs. the computer where you could chose your party members and select your enemies from the creatures you have encountered in the story mode game so far (make the monsters unlockable, so to say). That's a further incentive to continue playing the game (as if there weren't enough other reasons already :wink: ).

Just a thought...
LachlanDavis (2008-08-04)
From my limited knowlegde of the indie games industry succesful multiplayer is one of those 'holy grail' type areas, thats really freaking impossible to get to.

I know that with Chaos Faction, one of my favourite flash games ever, they planned a multiplayer online sequel, But development had to be cancelled because the sort of coding for that was wickedly hard.

I dont know about the difficulty of coding it in MMF or C++ games but if you look at the people behind Kongregate.com They pay developers to make Multiplayer games, Their most successful 'truly indie' multiplayer game was Platform racing, and the premise was so simple.

Kongai their big budget multiplayer card game took like 3 years to make with a team of developers and thousands of testers, and im guessing at least some of the millions of dollars Amazon.com threw at them.

But it would be really cool for More multiplayer games to come out, especially not in Flash. I mean i love flash, But the sort of CPU and bandwidth that Flash multiplayer games eat up at the moment aint cool.

However on that note, One lone developer did make Endless Online (even though it sucks) but even he has moved on to the world of flash because he can get paid.
YanPL-tse (2008-08-04)
it takes little of knowledge and simple rules of design to move from single to multi, and one of the rules is keeping data in replicable forms and readying routines to work with more than one sets of data. AFAICR in MMF, that's not easiest thing to achieve (except some simple things). Other important thing is separating "serverside" and "clientstide". that's even harder to do in MMF.
Basilisk (2008-08-04)
"it takes little of knowledge and simple rules of design to move from single to multi, and one of the rules is keeping data in replicable forms and readying routines to work with more than one sets of data. AFAICR in MMF, that's not easiest thing to achieve (except some simple things). Other important thing is separating "serverside" and "clientstide". that's even harder to do in MMF."
Well, I'm not sure I agree that it takes little knowlege to implement multi-player. There are a lot of details and exceptions to keep track of, especially when there are timing-specific events that need to be synced up between the clients connected to a game.

Serializing the data and sending it across the network to the other client is merely the beginning of the problems you can encounter when creating netcode.

It really needs to be planned from the beginning of a project for all but the most simple of games.
LachlanDavis (2008-08-05)
i think it also depends on the gameplay. I mean your average developer could with a little research implement a two player pong game over a network.

But when the gameplay starts to get more complicated it gets a lot harder. But like with anything practice makes perferct.
TwiTerror (2008-08-05)
I feel as though a little auxiliary game that loaded the main game's player data could be cool and fairly simple to implement - so long as it was just a battle game with simple arenas to choose from (just the thought I had).
Jimbob (2008-08-05)
I had the idea you could take your party from a save game and fight against a continuing series of monsters (almost like South Point Bastion or the spider fight) where the monsters start off low (in relation to your level) and then steadily increase.

It's rather like the Battle mode in Golden Sun (if anyone's played that) and would work essentially the same as a survival mode. Stats for the duration of battle, the damage dealt and taken, the monsters killed could all be tallied to result in a final score that could be ranked in relation to your party stats.

Anyhow, that was my thought.

Which characters do you play with thread
Soulmyst

Soulmyst (2008-08-02)
Must be "in-tune" with my femanine side or something but I always like to play with the female side of the species (err...that doesn't sound right...)

Ionae
Charlotte
Enshadu

*Update*

Hard, locked....done! Dear #$@!#! was it hard, sheesh...:shock:

Truly enjoyed it and would be real interesting to play with other characters and or skills now. Absurd difficulty awaits...!

http://farm4.static.flickr.com/3163/2728352870_5cd1036e5e.jpg
FurryRage (2008-08-02)
Play with Ionae, Ferwin, Enshadu, name of the party is Origins ^^
I took a balanced party including the 2 characters with mysterious Origins
FallenAngel (2008-08-02)
The "Mystery Party" would have to be Ionae(undefined age, ancestry/species and has wings), PyanPau(exotic monk from another country who can read Auras) and Enshadu(masked penitent, tormented by the demons of his mind).

Anyway, my party setup is:
Kaltos
Charlotte
Enshadu
Nillo (2008-08-02)
Same as FallenAngel, those three were my original choice. Enshadu seemed like the most interesting character in the beginning, but in retrospect I think Kaltos had a stronger personality.

On my second run through it in Hard mode I plan to go with either Ionae/PyanPau/Denever or Mericious/Ferwin/Grace.
GiB (2008-08-02)
Ive started with Charlotte, Denever and Mericious and was suprisingly easy(normal dificulty)
Sir Palamides (2008-08-03)
I've played the demo with Ionae, Ferwin and Enshadu. Ionae seems to be the best character, she is pretty funny and always a bit pissed off.
I've bought the full game but BMT Micro didn't answer yet. Can't wait to continue...
Mark Pay (2008-08-03)
Sir Palamides - BMT Micro can take additional time to send out the download link sometimes, since they do additional checks on orders from certain countries or free webmail accounts.

Congratulations Soulmyst! Those are some epic stats. :D Let us know how you do if you try Absurd, and good luck!
Sir Palamides (2008-08-04)
BMT is not a problem...the just sent me an e-mail and told me that they'll send it to me once they know that they got the money which will be in the next few days....can't wait!

anyway...lets get back on topic
Sir Palamides (2008-08-07)
YIIIIIIIIIIIIIIHAAAAAAAAAAA!!

BMT micro sent it to me!
Finally I can play the whole game!

Thanks Mark for this wonderful game.
tatogame (2008-10-06)
Him!
http://www.jake-afc.net/hosted/tatosgames/img/enshadu.gif

:lol:
Brickman (2008-10-07)
That's some mask he's got there.
GiB (2008-10-07)
"Him!
http://www.jake-afc.net/hosted/tatosgames/img/enshadu.gif

:lol:"

:D Very nice, I've liked the anim so much.
monsoonasiian (2008-11-14)
Kaltos
Ferwin
PyanPau
Enshadu

these guys got to be my fav Kaltos coz of the kool beard, Ferwin coz of this great looking armor, Pyanpau is nice exotic lookin munk which is awesome, and Enshandu coz of this awesome masks and his past.
Niahak (2008-11-22)
Now that I've played with all characters except Pyanpau (I'll get around to it sometime!) I think I've decided Mericious is my favorite.

I've never been a particularly religious person, but I found Mericious' small spiritual crises to be emotionally charged. I particularly like the scene before his unique battle - the realization that the quest is, for him, a spiritual as well as moral calling.
C.C. Errant (2008-11-28)
Now, I've only recently started a game (and you can thank RPS for that), with a party consisting of Kaltos, PyanPau and Grace. So far I think Kaltos is the most interesting character, but then, I've only seen so much and only three characters.

This is my first try at a.. jrpg-like game, and I'm still getting used to it, but I like the interaction between the various characters.

-edit- And a hearty hello to everyone, this being my first post.
Mark Pay (2008-11-30)
Hi C.C. Errant. :D Thanks for signing up. I hope you enjoy the game.
Naknakkus (2008-12-09)
This is my first play through, so I only know three characters:
Ionae, Enshadu, Ferwin.
I'm really liking the dynamic between the two do-gooders and the vitriolic Ionae so far.
Trackersoft (2009-03-28)
PyanPau is the best!!! :D
monsoonasiian (2010-11-28)
"This is my first play through, so I only know three characters:
Ionae, Enshadu, Ferwin.
I'm really liking the dynamic between the two do-gooders and the vitriolic Ionae so far."


Lonae definitely the best choice by far.
dragonoides (2011-11-18)
My group is Kaltos, Charlotte and Enshadu ...

The best ...

already completed the TSE2 twice with this group ... (easy) ...

Adding party rotation?
FurryRage

FurryRage (2008-08-02)
I'd like to see a party rotation possibility to add in the party chain.
I currently use 2 tankers, the priest with his chi and wisp summon, and a knight healing himself while the musketeer is firing black bullets. Everything is going well so far, and I win every battle without doing much, but I still need to rotate manually between priest and knight from time to time.

It would really be a nice improvement to be able to assign a party rotation to the party skill chain.

Like :
Priest : Wisp/Damn/Wrath/Wrath/Wisp/Rotate(Front)/Damn/Wrath/Wrath/Repeat
Musketeer : Fire Imps/Fire Imps/Black Bullet/BlackBullet/Repeat
Knight : Fortify/Rotate(Front)/Brace/Heal/Heal/Fortify/Brace/Heal/Heal/Repeat

Adding an icon to make the selected member go front or back, and launching next skill right after, this way not causing a pause (but it doesn't really matter if you lose a turn rotating since you don't lose your cycles, it would be just like waiting anyway). I don't know if it's possible to do, but I would really like an addition like that.
Mark Pay (2008-08-03)
I like the idea. I'd be concerned that it does add additional complication to the system, and could start working against you in a fight if you find yourself in a situation where you don't want your party to rotate.

It could also require a substantial edit to the combat code, so I'll have to think about this some more.
FurryRage (2008-08-04)
I don't think it'll work against the player, since for really hard battle you usually don't even use the skill chains since it's better to pause the battle and give orders with RMB circle if you want to micromanage.

The main use is with repetitive battles to level up when you need to, before certain boss battles for exemple.

And anyway, since it'll only be used in the party chains, if you don't need to rotate, just use the skill chains. Or also, make only one party chain using it, and keep the two other to use without rotations.

It's not that a necessary addition, but at least, I don't think it'll ever work against the player.

Talking with Jaques Zerau
GiB

GiB (2008-08-02)
That man, who cut the cable in the end of the second chapter, when he was suposed to say something, he just sayed '...'.What is this?And is this the same in the full version?
Mark Pay (2008-08-02)
". . ." is often used in text dialogues to indicate silence, either because a character doesn't wish to speak or can't think of anything to say.
GiB (2008-08-03)
I've always thought that this is some kind of limitation of the stroy in the demo.

Waiting for download.
Dawnyell

Dawnyell (2008-08-02)
Heya, just purchased and currently waiting for download to finish.

In tse1 we got sort of an encyclopedia with the game, is there something similar included with the retail version of TSE2?

Playing the demo I received a rifle that had a special ability called "Backfire" though i couldn't find any info on what it actually did.

Also couldn't find any info on how much credits I earn from defeating a group of monsters, perhaps I'm just blind.

Anyways, off to continue my grand adventure!
FurryRage (2008-08-02)
there's no compendium in TSE2, there is only a manual which explain the basics and describe the skills, no item compendium here.

For Backfire, sorry, I can't help.

And you don't get money from defeating monsters, only for solving quests and getting chests
Nillo (2008-08-02)
I would really like to hear what the item effects (Backfire, Handicap One etc) do... has anyone tested them?
GiB (2008-08-02)
It should be included a compendium in TSE-2, itll be easier.
Mark Pay (2008-08-02)
I've put up a basic list of item effects here for the moment:
[url]http://www.thespiritengine.com/forum/viewtopic.php?t=161

Backfire removes a little health at set intervals.
As FurryRage mentioned, money is found in chests and given as reward for certain tasks.

Thanks for the purchase Dawnyell! Let me know if you have any more questions.
Dawnyell (2008-08-02)
So backfire's basically a negative effect?

On another note, just pwned the Crone, or scared it off atleast. It was guarding Berzerker's Ring.
Tooltip says it's usable by all, but it only gives bonuses to Hack, Slay and Charge. Does this mean that I can weild this on any character and the bonuses are added to a party pool, giving all the characters in a party able to use these abilities the bonus, or just the one wearing them, thus giving no effect if it's not on a Knight character?
FallenAngel (2008-08-02)
The latter, as far as I'm aware.
Just the character wearing the ring.
Mark Pay (2008-08-03)
Yes, it's the latter - it gives the bonuses to the character wearing it, hence it only benefits a knight.

Item Effect List
Mark Pay

Mark Pay (2008-08-02)
This seems to be a popular request, since it was ommitted from the manual.

The following is a list of the special item effects.
Effects are activated at a set interval, which differs for each item.
The strength of their effect is independent of any skills the characters may have.
Where an item effect duplicates a skill effect, the strength is usually much smaller.

Self Heal - Gain health on the character
Party Heal - Gain health on all other characters
Leech on Impact - Gain health upon making a close combat attack
Summon Sprite - Activates Sprite Summon on the character
Charge - Activates Charge on the character
Bless - Activates Bless on the character
Fortify - Activates Fortify on all characters
Enpowder - Activates Enpowder on the character
Trick - Activates Trick on the character
Backfire - Remove health from the character
Meteor Strike - Damages closest enemy
Damn One - Activates Damn on the cloest enemy
Drain Life - Deals absolute damage to the nearest enemy and heals the character
Recharge Chi - Adds to the character's chi
Handicap One - Activates the Staggering Blow handicap effect on the nearest enemy
Tangleweb - Delays nearest enemy
Poison - Poisons all characters and creatures
Aurora - Adds Aurora to the character
Damn All - Activates Damn on all opposing creatures
Imp Summon - Activates Powder Imps
LachlanDavis (2008-08-02)
Thanks for that Mark, I was wondering what backfire was.
Jamiri (2008-08-02)
Yeah, me too. Thought it was kinda cool reactive skill that shots back an enemy that fires on the character. Something like "Trick" for ranged attacks.
GiB (2008-08-03)
This list is going to be very useful in the game.Thanks Mark!
Jamiri (2008-08-03)
How often/frequent do the special abilities trigger?

And how about having something similar for enemies, kind of a monster encyclopedia. I often find myself wondering what kind of special abilities some of the enemies have.
GiB (2008-08-03)
And also where its shown what kind of damage monster does(concusive, piercing...)?
YanPL-tse (2008-08-03)
does "drain life" work on undead?
Jamiri (2008-08-03)
As it does absolute damage it should work, yes, although it does not make much sense to drain life from the dead...

I know I've already asked it somewhere else in the forum in my feedback post, but here's the better place for this question:

There are some items and equipment that have a combined +/- value. What does that mean?
Jimbob (2008-08-03)
It means wearing them will 'add' a 'negative' effect to the character. i.e. +-15 Concussive Bonus mean you have a -15 modifier to your concussive attacks (at least that's how I read it). Is that right Mark?
Mark Pay (2008-08-03)
Yes, it means a negative modifier. I believe it's only on a couple of items at most.
YanPL-tse (2008-08-04)
perhaps there could be description of "special" item skills along with cast rate, when you roll over that item. Just something you get when you point skill with mouse on 'Skill Stats' window.
Jamiri (2008-08-04)
"Yes, it means a negative modifier. I believe it's only on a couple of items at most."

So why not just write -15 then instead of +-15, which is confusing??
YanPL-tse (2008-08-04)
perhaps the plus is just allways there.
Mark Pay (2008-08-04)
I didn't intially intend to have negative items, and the +- became low on my list of issues to fix before release.
Nillo (2008-08-12)
Do these effects stack with each other? If I have both a ring and an amulet that grants "Self Heal", will both of them function?
FurryRage (2008-08-12)
they don't stack, instead they act separately, so... yes they both works ^^

The timer in South Point Bastion
GiB

GiB (2008-08-03)
Ive make the game speed x2, but I didnt see the timer runing at double speed.
Mark Pay (2008-08-03)
The timer follows the same in-game clock cycle as all other combat code, and as far as I can see it is running correctly. If you listen to the 'click' it makes as it updates, it should be 2x and 4x as frequent for the two higher game speeds.
GiB (2008-08-03)
Yeah, may be there is a diffrence, but I cant see it.Anyway, this isnt a big deal.
FallenAngel (2008-08-03)
It's pretty damn obvious to me, especially at 4x speed, so I don't think anything's broken there.

My full feedback - for now...
Jamiri

Jamiri (2008-08-03)
I'm currently at chapter 8. Having seen most of the game I'd like to give you some feedback:

The positive:

Overall a great game! The graphics, the music, the story. It keeps you glued to the screen and you always want to play more and more of it.

Graphics: beautiful hand-drawn graphics
Music: excellent and diverse tracks fitting well to most of the game situations
Story: I already had admired the TSE-1 story, but TSE-2 is even better

I really like the small additions you made to the game: improved combat system, more challenging fights, the wheather/ground effects that affect combat, how the character conditions change and also affect combat (by being nervous or unwell), etc.

Now some comments/questions:
- some stuff is not explained in the tutorial or the manual
- you can skip some areas completly without wanting it (eg. in chapter 2 I went to South Bastion, completed it and was then transported to the fortress without having the chance to complete the area above South Bastion).
- the combat system is a bit vague. The green bar needs an indicator that clearly shows when an action/attack will be triggered. Right now it's a bit a guessing as to when the action is triggered. Especially in the beginning the green bar fills almost completely and only then the actions are triggered, while in battle the bar fills only 50% to trigger an action.
- what are the combined +/- values some of the items are having. Do they provide positive and negative effects at random?
- you cannot set the three shortcuts for the combat chains if not in combat, please change that
- the Traverse jungle area seemed a bit too easy after completing the Mane (I play on normal)
- My biggest wish for the patch: Please color-code the shortcut buttons for the chains (below the characters in combat and the right click selection) according to their predominant type of damage they do. For instance, the Strike command would be yellow for concussive damage, while black bullet would be grey for ethereal. Alternatively, you could also use multiple colors to depict combined attack types. Then, black bullet would have blue and grey. This would make it much easier to become accustomed to the different attack types and would make it much easier to quickly react in combat.

Looking forward to the first patch. Going back to finish the game now :-).
Mark Pay (2008-08-03)
Thanks for the feedback Jamiri! Those are some good points.

I had thought about putting an activation level indicator on the energy bar. I felt that the anxious wait to activate paused skills without knowing exactly when they would be available was actually rather fun. I'll look at changing it if enough other people feel that it is a problem.

I'm going to concentrate on bug-fixes and easy additions for the first patch, then look at which of the more complicated changes are feasible.
porousnapkin (2008-08-04)
I just finished the demo and had a blast. I'll definitely pick up the game in the next week or two (whenever I actually have time to game again). My biggest complaint was along the lines of this one:

"
- My biggest wish for the patch: Please color-code the shortcut buttons for the chains (below the characters in combat and the right click selection) according to their predominant type of damage they do. For instance, the Strike command would be yellow for concussive damage, while black bullet would be grey for ethereal. Alternatively, you could also use multiple colors to depict combined attack types. Then, black bullet would have blue and grey. This would make it much easier to become accustomed to the different attack types and would make it much easier to quickly react in combat."


Primarily I just found it frustrating that there was no way to get the skill description in battle. Am I wrong? Is there something I was doing wrong? Can a mouseover tip pop up when you hover over a skill to remind you what it does? I flubbed an encounter because I forgot what some skill did so randomly throwing it into battle and hoping it did what I thought it did lead me straight to the grave. I figure at later stages in the game, the player probably has to focus his skill points on individual skills so much that he has what they do pretty well memorized, but in the early game it's pretty frustrating.
GiB (2008-08-04)
Just write what every does on a paper, it is lot more easy.
Jamiri (2008-08-04)
"Primarily I just found it frustrating that there was no way to get the skill description in battle. Am I wrong?"

No, you're not wrong. That's basically the reason for my suggestion.

And, no, writing everything on paper, dear GiB, is not what I intent to do for a computer game :lol: .
Mark Pay (2008-08-04)
I'm working on patch issues at the moment. I should be able to add popup skill descriptions to the RMB radial menu and the 'next skill' icon beneath characters.
I'm a little concerned that the interface is already rather ugly and cluttered, so I want to avoid adding too many elements.

Colour coding the chain buttons is a complicated issue and I'll need to consider it some more.
FurryRage (2008-08-04)
"- you can skip some areas completly without wanting it (eg. in chapter 2 I went to South Bastion, completed it and was then transported to the fortress without having the chance to complete the area above South Bastion). "

Agree
"
- the combat system is a bit vague. The green bar needs an indicator that clearly shows when an action/attack will be triggered. Right now it's a bit a guessing as to when the action is triggered. Especially in the beginning the green bar fills almost completely and only then the actions are triggered, while in battle the bar fills only 50% to trigger an action. "


Agree for putting numbers in the green bar, Not really needed, but it can be interesting to know ^^
Particularly for the overdrives.

also for the attacks, one attack is triggered every 25 cycles, and consume 40 cycles.
Thus : you launch your first attack after 25 cycles, then slowly deplete your bar (which grew up to 80 or so at start due to the first 25 cycle wait) and deplete and then wait 40 cycles for enough green bar to launch an attack.

"- you cannot set the three shortcuts for the combat chains if not in combat, please change that "

totally agree

"- My biggest wish for the patch: Please color-code the shortcut buttons for the chains (below the characters in combat and the right click selection) according to their predominant type of damage they do. For instance, the Strike command would be yellow for concussive damage, while black bullet would be grey for ethereal. Alternatively, you could also use multiple colors to depict combined attack types. Then, black bullet would have blue and grey. This would make it much easier to become accustomed to the different attack types and would make it much easier to quickly react in combat. "

Best suggestion ever ^^
GiB (2008-08-04)
""Primarily I just found it frustrating that there was no way to get the skill description in battle. Am I wrong?"

No, you're not wrong. That's basically the reason for my suggestion.

And, no, writing everything on paper, dear GiB, is not what I intent to do for a computer game :lol: ."

Well, noth everything, just type damage and is it does extra damage to UD and large creatures, this was my idea.
Jamiri (2008-08-05)
Thanks for the explanation on cycles, FurryRage.

How long is one cycle, anyway? It's so abstract, why not use seconds instead?

Yes, I know that seconds aren't seconds any more if you speed up the game, but that's no problem, cause the factor is 2x and 4x. Everyone shoulf be able to handle that mentally, I guess!
FurryRage (2008-08-05)
I think it's around 1 cycle per second.
So... I think Mark named it cycle due to the possibility to speed up the game, but it's basically the same.
YanPL-tse (2008-08-05)
it's approx 10 cycles per second at turtle speed, considering how long the bar recharges (full bar is 80 cycles)
Mark Pay (2008-08-05)
At turtle speed there is one cycle for every 20 frames. If the game runs at the maximum 50 frames per second, that's 2.5 cycles every second.
Jamiri (2008-08-05)
Frames, cycles, seconds...
...I give up... :wink:
Jamiri (2008-08-05)
I've now finished the game and can only confirm what I said earlier: great game with excellent graphics, music and story line.

I immediately started playing it again on hard and I am now already in chapter 4. I don't really find it hard though, as long as you keep leveling up frequently. The hardest enemy so far was The Crone in it's second form, which I died three times on.

Arriving in Porto Vale I just noticed a little but nice detail. While the party is chatting at the Dragon's Gate, Batiste and his attendant are walking by if you watch carefully (it is obvious what they were doing in this city). This is just one good example of what shows me that this game has been worked on with much attention to every detail.
Mark Pay (2008-08-06)
The 'cycles' terminology was supposed to make it easier to do maths with the game mechanics, regardless of the speed the game actually ran at ( due to speed settings or a slow CPU )
It may not have been entirely successful. :)

I'm glad to hear you enjoyed the game Jamiri!
I had originally wanted to add the other player characters, the ones not chosen at the start, in the background of certain areas. But alas, I never got round to it.
Brickman (2008-08-18)
Personally, I think color coding the skill chains was a step backwards--it was a lot cleaner before, as you could see at a glance which was selected. However, adding skill names to the right click popup was a nice change--I lost a round at the test-your-strength machine because I mistook thunderstrike for swordfaith. However, what I really think would be nice is not more color coding, and not full descriptions, but just adding the total damage dealt (or healed, or percent; whatever the operative number is) by each attack to that right click menu (just the damage to the first target, in the case of multi-target ones, and probably the initial damage for black bullet though preferably both). That'd make it a lot easier during combat to figure out which skills will be effective wihtout rememorizing your entire skill page, including the ones you rarely use, every time you level up. It'd also, as a side note, save me from having to add up all those ugly numbers to see exactly how much damage I'm doing.
Jamiri (2008-08-18)
I think color coding has improved the game, except that I find the colors a bit faint and that it is indeed a bit difficult to tell which of the buttons is currently active (but just look at the icon above and you can tell :-)).

On the other hand, I really like your idea of having the attack values in the radial menu. Let's say you'd see that your knight had 400 piercing attack facing an enemy with -100 and -10% you could easily tell whether the next attack would suffice to drain the enemy's remaining health points or not.

Just ordered the game...
CYS

CYS (2008-08-04)
with the CD together with it...then i realise that i may be making a mistake. Is the extra $10 for just a blank CD with the game stored inside? Any packaging like a cover art or something? :shock:
Mark Pay (2008-08-04)
Hi CYS.
Yes the CD is unpackaged. :( I don't know if BMT Micro offer customised packaging but I think not, because I haven't been able to find any mention of it.
I can refund the $10 if you'd like, since I don't have the ability to change your order. I should have made it clearer that the CD option was only an alternate delivery option.
CYS (2008-08-04)
Eh if its not much trouble, then please do... Im registered under the name Wong Hong Wei.

Thanks a lot! A bit disappointed due to the lack of a package but im sure ill love the game! :lol:
Mark Pay (2008-08-04)
I'll send you an email.

Not very serious idea...
YanPL-tse

YanPL-tse (2008-08-04)
Let's say player is repeating the same area over and over again. Then, after like 50 repeats monsters would be replaced with 'magic signboard'.

Remember those arrows at end of each area? They got tired of you. Now they got animated to finish you off.
Magic signboards would have following stats:
level = party level +3;
dodge, all resistances = level;
damage reduction = 2*level;
health = 45 * level on normal;

They would look like those arrows beside one detail: "Go away!" written on them.

They would use 3 skills:
Bash - close combat, concussive - fly out of the ground to opponent and smite him with the board
Jab - close combat, piercing - fly out of the ground to opponent and stab him with pole
Spin - magic - start spinning in the air, then fly trough all oponents like lucky shot

I suppose it'd be funny to see such battle.
Jamiri (2008-08-04)
Funny idea, but I guess some other, more serious mechanism should be implemented instead:

to avoid endless level grinding, monsters should stop to respawn (or become less frequent) after 2-3 repeats. That way the player is forced to continue onwards and I think 2-3 repeats should be enough for anyone to boost party strength sufficiently.
YanPL-tse (2008-08-04)
idea was not to avoid grinding, but to make it more varied, more entertaining. Forcing player to go on is rough; and in some situations would send whole party to the grave.
And, considering no gold is given for killing monsters and experience gain decrases when level grows, there's no need to limit grinding.
Jamiri (2008-08-04)
Actually, considering your points, I agree now that no change is necessary in terms of limiting monster respawns.

A quick question
CYS

CYS (2008-08-04)
Pretty confused about the flashing wait toggle thing. According to the manual,

"If the toggle flashes, this Skill Chain cannot be completed before the character runs out of energy. At some point they will have to stop and wait before continuing. "

I did an experiment putting 8 skills in one skill chain, but nothing special really happen. The time taken from one skill to the other doesn't seem to be affected as well. Can someone explain in greater detail what it means? :?

Thanks.
FurryRage (2008-08-04)
it means the battle launch skills every 25 cycles, a skill need 40cycles of charge to be launched, so, if the box is flashing, it means that the character will have to wait for 40 cycles to launch one or more of the skill chain attacks instead of the regular 25
P.S. cycles are shown via the green bar in game
CYS (2008-08-07)
Oh i see. Thanks for the clarification...
I have another question though. The "Combat Status Popup" have something like this:

Piercing: -74 -0%
Concussive: -61 -0%
Magickal: -101 -29%
Ethereal: -45%

Why are there 2 values for each attributes (except Ethereral)? One with the '%', and the other without? :(
FurryRage (2008-08-07)
Piercing: -74 -0%
Concussive: -61 -0%
Magickal: -101 -29%
Ethereal: -45%

ok, taking your exemple :

you attack the monster with 256 magic damages.
you substract 101, 155 damages subside.
Then, you apply the % change, 155*0.71 = 110.05
thus, you'll do 110 magical damage to the monster.

I'm not sure if you apply % before or after, but I think it's after, if you apply it first, it would far more reduce the damage dealt in the end, so... I think I'm right.

and for ethereal, it's special, only 2 attacks use it, one of them dealing low damage over a time (poison) that's why there's no absolute reduction but only a % one. otherwise the poison wouldn't do much.

Refund Points bug?
FurryRage

FurryRage (2008-08-04)
When you gain a level after a battle, you only get a skill point, without getting a refund. Is it normal?
GiB (2008-08-04)
I dont think you gain refund point when you gain a skill one.This was discused before, I cant remember right now but was something like one refund after three batles.
FurryRage (2008-08-04)
ok, I was just wondering ^^
Mark Pay (2008-08-04)
It's 0.5 refund points per battle. :D

Feedback: Upgrading Skills and other niggles
Basilisk

Basilisk (2008-08-04)
(A niggle is a minor complaint, for those who wonder)

First of all, thanks for making this game Mark & Josh! It's much easier to get into than TSE1, which I tried a long time ago but wasn't able to get far. The interface and combat polish and updates you've added are tremendous, and I keep finding new complexities to the strategies I use.

By far the best part about this game is how you have to keep changing up combat strategies to get through the various difficult battles in the game. So far I've gone through the following progression of strategies in the first couple of chapters:
* Straight-out damage
* Damage with priest support
* Ghost-busting skills
* Defensive knight with occasional smokescreen, while the priest does damage
* Alternating defensive knight with defensive musketeer
* High targeted damage followed by stonewall tactics
* etc
Compare this to a Final Fantasy game where each character generally does one thing the whole game, and the basic 'defend' skill is never used - it's clear there's a lot going on in TSE2.

The story and music are excellent too, but I'm not really qualified to talk about those!

So, here's my niggle about upgrading skills:

In other RPGs with skill points, they generally show what the effects of upgrading a skill would be. Since TSE2 has refund points this isn't necessary, but it'd be a nice to have. It's been on my mind enough that I made a spreadsheet of all the skills with the formulas from the manual plugged in so I can see how skill points affect everything.

And some niggles about the combat HUD:

This was clearly the most difficult screen in the game to design, due to how important it is to get all the information you need quickly, how much information there is to show, and how some parts of it are customizable by the player (the chains). I've had my share of struggles designing HUDs, so even though you've done a bang-up job already, hopefully there are some insights here that you could use to further the combat screen in some later iteration of The Spirit Engine.

First off, the skill chain boxes cut off the text too short, and there's no way to discern the chains from the single skills put into a chain by themselves unless you come up with a clever naming scheme to use. Perhaps a sort of tiny icon or colored tag on the side of the skill's name box could show some aspect of that chain. Something such as a support chain (bless, damn), damage chain, defensive chain (brace, fortify, smokescreen), or healing chain. I realize there isn't much space to work with, so this would probably be tricky.

And the skill icons:

The Flashbang icon shows up almost pure white on my monitor - I realize it's a calibration issue with my equipment, but I found it difficult to fix. If it were up to me I'd add more contrast to that icon. There are a couple other icons that are similar to each other as well, such as Hack/Slay, since they have the same focus on the weapon.

The icon for Hack could probably illustrate better how it has two attacks, which I didn't even realize until chapter 3. High Fire and Aimed Shot are also almost identical other than the angle of the rifle in the icon. At least there the angle makes sense regarding the skill's effects, though High Fire could probably be called something else like Arced Shot to make it more clear what is going on.

Icon design is definitely an important thing, and there are a lot of great examples in games like Heroes of Might & Magic and Diablo if you ever need ideas.

~

Well, thanks for reading all this. Perhaps take it to heart how much your combat engine has inspired me to think and write about HUDs and interfaces! It's really quite a feat that you've put together this whole package almost on your lonesome.
Mark Pay (2008-08-05)
Many thanks for the well thought out feedback.

The HUD is a problem. As you mentioned, there isn't much space down there to work with. I'm still pondering how to squeeze in more information without cluttering it. :?

What's next, Mark Pay
DBAce9Aura

DBAce9Aura (2008-08-04)
Since you've completed this 4 and 1/2 year project of yours, Mark Pay, what game are gonna make next. I know you said you don't want to make another RPG project (notably because of how long this one took you to finish), so what genre of game ARE you gonna be making?
FurryRage (2008-08-04)
Maybe he also won't work on another project for now and he'll take some rest ^^
YanPL-tse (2008-08-04)
Isn't it too early to ask about it? We can expect that TSE2 is not finished yet, there are still some things that will be patched and updated. Also, if you remember, Mark has some "day-time" job, so that's obvious we shouldn't expect anything new in nearest future.
However, it would be nice to know what can we expect later.
GiB (2008-08-05)
When he fix the bugs in TSE2, may be he is just going to stop making games, why to continue if he doesnt want so.But as a fan of TSE and TSE-2 I hope Mark will continue to make great games 8)
Mark Pay (2008-08-06)
Patching is obviously my current priority, though I have been relieved that most issues raised involve interface additions.
I need to find new employment next, possibly freelance for a while, it's hard to know. ( I do hate job-hunting )

I would find it very hard to stop making games. I do need a rest from working on RPGs though. At the moment I have an XCOM-style tactical game in mind.
GiB (2008-09-22)
"Patching is obviously my current priority, though I have been relieved that most issues raised involve interface additions.
I need to find new employment next, possibly freelance for a while, it's hard to know. ( I do hate job-hunting )

I would find it very hard to stop making games. I do need a rest from working on RPGs though. At the moment I have an XCOM-style tactical game in mind."

Third patch is done.Should we expect another one or that XCOM-style tactical game? :D I can't wait to see it.
Mark Pay (2008-09-22)
There will need to be at least a 1.04 patch to deal with the unfortunate memory retention bug. There have been some minor requested features, and I'm pondering what best to do about those. At some point I need to actually do some marketing of the game! There are one or two water-testing reviews by large sites that I am waiting on.
On the local front, job hunting is as depressing as ever. :(

I've started work on the X-COM-style game in the meantime. It's meant to be heavily Lovecraft influenced, set in 1920s New England with hopefully lots of wierd and nasty beasties. The current working title is 'Black Ink', but that may change, as I'm not sure whether I want much of a role for research and incantations in the game.
I'm writing most of the back-end in C++ as a MMF extension. It is wonderful to be working in a 'proper' language again, despite my frequent syntax errors. I wish I'd done it this way for TSE-2.
I'm also waiting for the Hardware Acceleration version of MMF to come out of beta from Clickteam. I'll need it for speedy rendering of tiles and a certain ink effect if the game is to work.

Whatever happens, I shan't be able to post much firm information about it for a long time, and TSE-2 will continue to require plenty of my attention for the forseeable future.
GiB (2008-09-22)
Okay Mark, good luck with the job hunting and finishing TSE2's patches. :wink:

Feedback!
mtarini

mtarini (2008-08-05)
Superb game. I cannot believe that design, code, dialogs, game system, and, what’s more, ART have been done by a single author.

Art especially. It is pixel-art at its greatest.

Countless lovely monsters, characters, portraits, backgrounds (on multiple levels), magic effects… and ALL that beautifully animated, without a wrong pixel, in a really neat and clean style.

Dedication and love like it pours.

I’m stunned. Congrat to this author.

(Music is great too.)
Mark Pay (2008-08-05)
Thank-you kindly! I wish I'd been able to spend more time on the art, there are many places where it could be improved. Taking on so many roles does have the advantage of giving your work variety though - if you get bored of coding you can always work on the art, script, playtesting (etc.) instead.

minor graphic glitch
mtarini

mtarini (2008-08-05)
Just in case this is useful...

In the "we won" animation of the winged lady character (cannot remember her name now), where she laughs, there is a minor graphic error in her face making her look like she has two eyes per side.

At least here, on the demo, on MS-Vista.
FurryRage (2008-08-05)
I found it weird, ferwin seems to have a mustache on the victory screen. Kind of the same problem.
Mark Pay (2008-08-05)
This is a constant problem when trying to represent a face with an 8x13 grid of squares. :)

I believe the area you're referencing is supposed to be her eyelid. I can try and lower the contrast round there a little.
TwiTerror (2008-08-05)
I think I pointed this out once, but I've grown to like it. (:

Ionae
FurryRage

FurryRage (2008-08-05)
Wow, just wow...
I just got to the near end of chapter 7, and I really am glad I took her in my party
Best character/story ever ^^
TwiTerror (2008-08-05)
Useless trivia: Ionae is my favorite character. (:
Jamiri (2008-08-06)
Have you noticed that she and Grace feature the same faces and facial expressions (if you just look at the faces)?
Nillo (2008-08-06)
I haven't played with Ionae much yet, but she's in my new party that I'll try to finish Hard difficulty with.

It seems like the most popular characters are in the first slot. Arrogant people are the best. :)
GiB (2008-08-06)
I've started to play with Ionae on absurd(there is way to play absurd dificulty without finish the game)and she is the most powerfull party member.
FurryRage (2008-08-06)
I wasn't really speaking about strengh, more about background ^^
GiB (2008-08-06)
You wasnt talking about the strengh, I was talking about it :)
Mark Pay (2008-08-06)
I have a soft spot for her too. Her dialogue basically wrote itself, and I think she has the most complete and satisying 'character arc' of the 9.

Her Chapter 7 cutscene was not easy to put together. As an abstract idea it seemed pretty cool. Then I found myself sitting in front of the editor, with a 500x400 screen and nothing but basic sprites to stage it with. No alpha channels, no pixel shaders, no hardware effects or acceleration at all. :?
It was a challenge! Hopefully I got it to a state where it doesn't suck.

Jamiri - Pretty much every character in the game comes from a single male or female character template. In most cases it is only the hair and clothing that differs.

The Music
TwiTerror

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

Good Stuff!
TeeGee

TeeGee (2008-08-06)
Hi everybody!

I just finished TSE2 for the first time (immediatelly started a new party) and wanted to state my absolute love for the game :). Such titles make me really love the indie scene.

I bought TSE2 on the day one without even playing the demo. I'm a big fan of the first Spirit Engine and $18 is actually pretty cheap, so I thought that even if the game will not be that great, I would like to sort of pay for the first one anyway. Of course, I knew that this has a large chance of being something awesome and I wasn't dissapointed a tiny bit.

I'm completely in awe of the amount of work you've put to the story and characters. Throughout the whole game I had the feeling that it's tailored for the party I'm playing at the moment. I used Kaltos, Charlotte and Enshadu (seems to be most used comnination ;)) and was like: "WTF?! A romance plot in a game with no set characters? Awesome!".
Later I created few parties, just to check how the first dialogues differ based on who I used. And the game always had something new for me, even when I went with a crazy combinations like three priests. It was a great feature in the original TSE, but here you brought it to the state of masterpiece. It makes me want to complete the game nine times, just to check what different setups have to offer.
Seriously, it's fu**ing impressive :shock:.

The gameplay was also great, with steep difficulty and ;ots of different stretegies involved. I love you for providing us with refund points so we can alter out builds depending on situation. It made the game much more dynamic and strategically interesting.
However, I would have few minor nitpicks here and there. I think I'll post them on the feedback section later, in case you would still be interested in improving things. I'm actually a game designer and indie dev myself, so I hope to be at least a bit helpful ;).

Anyway. Great game. Thanks for making it. Don't stop.
Mark Pay (2008-08-06)
Thanks TeeGee, and for buying without the demo too! :D It was very kind of you to take the time to make such a post. I appreciate your faith and I'm really happy that you feel it was justified.

Please do let me know your nitpicks and suggestions for improvements. Those that I have had so far have been pretty good.
TeeGee (2008-08-06)
No problem. The game was more than worth every single dolar (actually, I think it was too cheap).
I also remember the joy I felt with each early sale of my first game ;). I like to support other indie devs - it's thanks to them I get to play games that no mainstream company would ever dare to make.

I'll post my feedback for sure. Just need to wrap it all up :).

Thanks again for making such a great game!

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.

Skill Chains
monele

monele (2008-08-07)
Hello!

I've been playing through the demo twice and probably go ahead and buy the game today to know what happens next :D.

In the meantime, I have a question about skill chains : I uh... I don't really understand how they work nor their point so far. Obviously you can chain up skills which will be automatically used one after another. Okay, that's good for automation and synchronisation. But is this all there is to it or is there another advantage?

The feature I'm really wondering about is the "wait" tickbox which gets you this flickering blue arrow icon instead of the usual play/pause... I thought it meant the character could launch multiple skills at once, but it seems like it doesn't work, still launching skills one after another, waiting in-between... So really, how does this all work?
Mark Pay (2008-08-07)
Monele - that's all there is to it. :) They're there to save you from having to manually reselect your skills if you're using them in a set sequence.

The 'wait' tickbox just forces a character to wait for your command before starting or restarting a skill chain, if you want more control.
monele (2008-08-09)
Now that I've reached Chapter 4 (yep, bought it ^^), I keep to very short chains, mostly Charge + some attack for the Knight, and otherwise 1 action "chains", just because it's nice to have them in the three "quickslots".

I might end up using the "pause" action in some of them since I noticed more and more monsters require precise timing, lest you simply waste the attack (which is *bad* if it's a charged overdrive one!)
Not sure about the Wait tickbox so far, though :).

Another question about overdrive and the energy bar in general : does overdrive start right when you reach a full bar or do you really have to wait for it to turn yellow? Are there various levels of overdrive? I have tried variations but in the heat of battle, I barely have the time to actually compare numbers and see if there's a difference. Is it worth waiting till it turns bright green?

Oh and... does Overdrive affect assistant skills such as Charge, Heal, Powder Imps, etc...?

Lots of questions ^^;... I'm enjoying the game so far and I'm still amazed you actually made this using MMF!
Mark Pay (2008-08-09)
MMF isn't so bad! :D I've been using it for so long that I've gotten quite comfortable with it. Maintaining the code across 90 frames is a real problem though, and even making small updates for the first patch is taking a long time.

Overdrive starts as soon as the bar stops growing and starts changing colour. It affects all skills, although it is most useful on attack skills for overcoming armour.
The longer you spend in overdrive, the more the next skill is boosted, up until the bar turns bright green, after which the amount of boost stops increasing.

Thanks for buying the game, please let me know if you have any more questions!
monele (2008-08-10)
Eh, that's what scares me the most : having to duplicate whole scenes just to get a new "level", and then having to update each, one by one, if the code changes o_@...

Thanks for detailing this ^_^
Mark Pay (2008-08-10)
What baffles me is that I seem to remember Clickteam providing an adequate solution for this in an old version of their software, Click & Create. It let you tag event groups as 'Global' and make them behave in the same way as global Active Objects do now. If you updated a group on one frame, the changes propogated to every other instance of that group.

For some reason this functionality was not included in MMF and the alternatives - Global Events and Behaviours, don't cut it for me. I like to have all of my code in the same place.

I must have wasted hundreds of hours updating code manually so far. I'm definately using a single-frame engine for the next game I develop in MMF.

Swordfaith bug
Stipa

Stipa (2008-08-08)
I'm using Swordfaith with the "Target selected Enemy" option and noticed that about 50% of the time after the enemy I targeted dies, the next Swordfaith won't deal any damage even though I've already selected another target. The animation starts (ie the knight is raising his sword an the white beam rises) but there is no "impact" on the enemy and no damage dealt. I happens in all speeds.
Mark Pay (2008-08-08)
What area did you notice this happening in?
Is this just happening in a single area or a group of areas, and not on others?
Stipa (2008-08-09)
I started using it on the island (can't remember the Chapter nr. or name anymore) but since then I noticed it in all areas.
Mark Pay (2008-08-09)
I can't seem to reproduce this. I'll take a closer look at the code. I'd appreciate it if anybody else who experiences this would let me know.
DemiImp (2008-08-12)
This has happened with me too. I don't remember enough about the circumstances in which it happens, but I'll try to explain what I do remember.

I dont think its limited to a specific area, but I was just in the decimated Port Vale when I noticed it happening (again?).

When attacking an enemy, I think they have to be attacking or in the middle of an attack animation such as the knight's one attack that makes him go off screen, it happens... or maybe it happens only when they die?

Just sometimes I have no target selected at all, which should never happen.

I'll look out for it more and see what I can report.
Mark Pay (2008-08-12)
Thanks for the report DemiImp. I found and have hopefully fixed the cause of the Urtat issue and I will see if it might reoccur in any other areas.

The logic for the targetting code has been problematic with foes like Urtat who become untargettable for periods of time.

frostmaw rink problems
Jafey

Jafey (2008-08-08)
hey,
first of all great game, really well done!

until now everything went smoothly but now im stuck at the collapsing glacier, i just cant kill the enemies fast enough...

my party consists of ionae, ferwin and enshadu, i tried many different attacks but it never works.

any help would be highly appreciated!
Nillo (2008-08-08)
First of all, is your party at a reasonable level? I would suggest you go back to the earlier areas and practice a little. When you have enough refund points, get rid of all your defensive skills. There will be no time to use them. Take a look at the enemies in the glacier and see what types of damage they're weak against, then put all your points into those attacks.

I didn't have much trouble with this specific area, so I am confident that you should be able to do it if you keep trying.
FurryRage (2008-08-08)
did it with the same party on my first try with no problem at all and using the same scheme on every group encountered, sooo, either I was really lucky or you're too low level
Jamiri (2008-08-08)
Time is of the essence in this area, so make sure every attack and every hit counts. Pause your party members' attacks and only unleash them if you are absolutely certain, they will hit. That's especially important for the Night Gales that offer only very small windows of opportunity to hit them. They are considerably weak against magic attacks, so use Wrath against them, which has also the advantage that it strikes instantaneously.

Furthermore, make sure you do not waste attacks against immune monsters, cause - remember - every attack counts. Better wait until another monster comes forward from the back rows to attack that possibly is susceptible to your attack.

And lastly, pause the game, think about your next actions for each of your characters and only then unpause and continue. That saves you another 5 or even more seconds.
FurryRage (2008-08-09)
since there is a lot of shaman usually (1/2 per groupe I encountered, maybe only one group over the 5 didn't have one) I used swordfaith, wrath and black bullet, rince, repeat.
Try it. I used this on every group, without exception or change.
monsoonasiian (2009-01-05)
when i played this i found this probably the easiest place all i did was slay the yetis sword faith anything undead or had a chi shield, death bullet which was very effective, when the stones were up i would just switch Charlotte to lucky shot to take down the shields and hack or slay had 30secs for so to spare
euthanatos (2009-01-07)
I am sure they'll patch this for me bringing it up...

but what I did was, begin the frostmaw glacier race

then backtrack as rapidly as possible and save the game

die

reload

you'll be able to simply casually kill the enemies with no collapse sequence or timer

yet end up at the next location -- the Institute -- without any bugs from then onward
Mark Pay (2009-01-07)
Yep, this'll need patching. :) Thanks for bringing it up.

Happy Birthday
LachlanDavis

LachlanDavis (2008-08-09)
To Mark for tomorrow... my present is that i will buy the game this week. (yeh the wonders of spacebook)
Mark Pay (2008-08-09)
Aww, thanks Lachlan. :D

Running
Karzon

Karzon (2008-08-11)
Hi there. Long story short, I can't readily hold down a keyboard key while using the mouse because of the way I have to interact with a computer these days (sticky keys isn't a help in my circumstance). Is there a way to set up a toggle key for running, so I can just hit something once?
TeeGee (2008-08-11)
Yeah, it annoyed me too. Why do I have to use keyboard (and constatly press the button) in a mouse-only game? It's not even like running does anything special other than saving my time.

I think it could just work so that you run automatically, when you press the mouse button close to the edge of the screen.
Jamiri (2008-08-11)
IMO, that's not really an issue here, but Mark could probably easily implement that double-clicking in one direction could trigger the running mode.
Mark Pay (2008-08-11)
I guess I had the classic WSAD/Mouse layout too much in mind when designing the controls.
The upcoming first patch includes the change TeeGee mentions, and lets you trigger running by holding the mouse button close to the screen edges.

I just finished what I hope is the last build of the patch and I need to test it now to make sure that nothing is broken. I hope to have it out in the next couple of days.
Karzon (2008-08-11)
Thanks so much. I was a huge fan of the original and promise to buy as soon as I can play it. ;)

My impressions after finishing the game:
chaos-tse

chaos-tse (2008-08-11)
The good
- Great music
- Creative, well-written and original story / characters
- Visually pleasing
- Challenging battles that require experimentation of skills and strategies for success

The less good
- An important fun factor in these types of games is ‘levelling up / improving equipment,’ which was unfortunately almost absent in SE2. The mostly imperceptible improvement from increased skill points took the fun out of levelling, while there was also rarely any excitement from new items since it’s often hard to tell what items actually do.
- The battle mechanics are too complex to manage comfortably in real time. Doing something relatively simple like keeping characters continually buffed with assistance skills takes a lot of tedious micromanagement and virtually forces you to play on turtle and pause a lot, which defeats the whole ‘real time’ idea. For a sequel I would suggest either reducing complexity back to a manageable level (like in SE1) or then switching to a turn-based battle system.

Great game overall!
FurryRage (2008-08-11)
I don't agree with you on the battle mechanics.
I play on hard and I managed to pass nearly every battle so far without micromanaging (except old crone 2nd form and the spiders in act 7, that's the only ones I remember having to micro manage, every other I died a few time finding how to beat them and then I made mostly use of only one skill or two in a chain continually at *4 speed for each of my characters.)

I think it's even easier on easy or normal, so I think you either are too low level or you just don't think about the right strategy to beat the monsters, otherwise you could beat them without micro managing.

Edit : Oh, and I use rotation a lot, letting only one man in front is no good, even with a priest and knight healing, if you let your knight in front, he'll get cumulated damage bonuses and you usually reach 120/130, even 140 % sometimes, until he die for not being able to withstand the bonus damages with the heal. So, just think about rotating really often, usually it's the only thing needed not to die too fast
chaos-tse (2008-08-12)
I agree that it's possible to play successfully with simple skill sequences and that's what I do because anything else would be too tedious.

One example is smokescreen. It lasts slightly longer than one attack. So it would be optimal to do: smokescreen,wait a few seconds, smokescreen, wait a few seconds... But that's a pain so I end up just doing a continuous smokescreen sequence because that's the only thing that can be automated (adding a pause in the skill sequence doesn't help because then the timing still isn't right).

Similarly I never really explored the assisting skills much because they are such a pain to set up and keep going (the timing needs to be right every time, and the only way to figure out the timing to begin with is by trial and error). The game should allow one to manage this stuff more efficiently.
FurryRage (2008-08-12)
For assisting skills, I'm totally agreeing with you, they're a pain to use if you don't prepare them before battle in a chain, I doesn't use them much because of that and most of the other players also complained about that.
Mark Pay (2008-08-12)
Thanks for your feedback chaos.

The assistant skills ( Bless, Enpowder, Damn ) shouldn't need any timing to work correctly. If you activate them simultaneously with any other skills, they will always be applied first.
Keeping Bless up on the rest of the party can be done by leaving a priest on a Bless A, Bless B, (other Skill e.g. heal) chain.
Enpowder requires only a 2-skill single or party chain.

It is not currently possible to specify Bless or Endpowder targets during combat and this is an issue I hope to resolve.

Smokescreen lasts for slightly less time than it takes to gain the energy to use a skill ( 38 cycles against 40 cycles ) Using it continually will give you optimal use.

I felt that the system in the original game was far too passive and failed to reward player interaction. Whilst I understand the appeal of a more casual, hands-off approach, from a personal design perspective, I feel that removing complexity would be a backwards step.

I do appreciate your thoughts though! :D I'm glad that you felt positive about the game on the whole.
chaos-tse (2008-08-12)
I’ve started a game in „absurd“ difficulty and it has forced me to become even much more familiar with the interface ;-) I’m getting increasingly used to it though. Part of the reason I was somewhat frustrated in my first playthrough is because I thought you had to continuously use helper skills like Empowder and Bless to break through high shield values. That’s before I understood the effectiveness of overdrive…

Reducing complexity would indeed be a step backwards; I just believe the teamwork could be improved considerably. It would for instance be awesome to have dual and triple techs a la Chrono Trigger. So for example, instead using Empowder on a priest and then Strike, one could launch a dual tech called Super Strike (or something like that) in one simple move.
Lailoken (2008-08-12)
I love the combat mechanics as they are. Granted I hardly ever use chains, but I am willing to micro manage. I just toggle between cheetah and pause, and utilize the individual character pause buttons a lot. This allows me to time all my attacks just right and change my strategy easily on the fly. I can easily hit melee ranged enemies in the back row by waiting for them to attack to unpause my character.

I love the leveling system too, as it makes me feel like my unleveled skills are still useful if they meet the situation. This makes me feel like can make a more balanced party and not stress about making sure I only level the very best skill. I feel the difference between leveled skills and unleveled skills is noticeable but not crippling. That way the choices you make for skill points are for optimizing certain skills that you use a lot instead of just deciding the only skills you will use. If I really need my priest to deal some magic damage in the moment, wrath is still an effective choice, but if I use it in general I really notice how weak is is compared to my other skills because it isn't leveled. There are a few skills that don't seem to benefit much from leveling at all (eg. Brace) but I feel this is forgivable, and even like the fact that I feel rewarded for identifying them.

In TSE I was frustrated because I found I just had to pick a skill set and only use those skills (IE aimed shot, hand of god, heal) to be effective at the later levels. Also the choice to have players accumulate refund points to be able to rebalance their skills is brilliant.

In a nutshell, TSE2 forces me to take a balanced, tactical approach and I really like that.

Jungle paths
Nillo

Nillo (2008-08-11)
There seems to be a minor bug with the direction in which you enter different areas in the jungle. When I leave Misty Heights from the left side, and then enter Thorley's Thicket, I enter that area from the right side, even though I haven't gone through that area yet. So I can just walk out again and unlock A Beaten Path without fighting through either of the areas that lead up to it.
Mark Pay (2008-08-12)
Thanks Nillo, I should have this fixed in version 1.01

Misc abilities?
DemiImp

DemiImp (2008-08-12)
Trick? Was this ever explained?

Also, what about summon imp?

I haven't been through the entire game yet, but there are a lot of items with this so-called trick ability/bonus... I don't really know if I should buy them or not because i have no idea what they do! :p



And while I think about it, can you explain how empowdered works? I found a thread about it, but I still dont understand.
FurryRage (2008-08-12)
They're skills

Trick is a priest skill and counter an attack from an ennemy

Fire Imps is a defensive skill from musketeers and make a wall between you and the ennemy

Enpowder is a support skill from musketeers too and add concussive damages to one of your member's next attack
ROD (2008-08-12)
"Trick? Was this ever explained?

Also, what about summon imp?

I haven't been through the entire game yet, but there are a lot of items with this so-called trick ability/bonus... I don't really know if I should buy them or not because i have no idea what they do! :p



And while I think about it, can you explain how empowdered works? I found a thread about it, but I still dont understand."


open skill stat menue and just move your mouse above the skills to get descriptions

edit: good point, Furryrage, you´re right, and each priest misses one skill, too....sorry
FurryRage (2008-08-12)
if he's using a knight only team, he won't be able to see the description ^^

otherwise, you could go and check the skill section of the manual
DemiImp (2008-08-13)
So, the musketeer and priest get all but one skill? So, there's no point in me buying items that enhance the trick ability since I don't have that ability?

Also, I didn't get High-Fire and I was really confused what it was or how to get it.

What is summon imp? Is it an alternate name for powder imps?
ROD (2008-08-13)
"So, there's no point in me buying items that enhance the trick ability since I don't have that ability?
"


Yes, but there´s a difference: certain items don´t enhance skills but perform them.
Boni (e.g. trick +15) are useless if you don´t use the skill, but an item performing the skill may be very useful.

I guess Charlotte is the one that doesn´t get High Fire , the other two musketeers learn/remember it throughout the game (I didn´t play them all yet so not sure)


"What is summon imp? Is it an alternate name for powder imps?
"

Yes (I believe it´s called summon imp when performed by items)
DemiImp (2008-08-14)
And so, empowder works like this: you cast it and the very next person who attacks deals extra concussive damage. And there is no selection process, its just the very next person?
Mark Pay (2008-08-14)
Enpowder as a character skill requires a target character to be specified in the skill chain.

Enpowder as an item effect is applied to the character wearing the item.
DemiImp (2008-08-15)
Ahh, so it has to be in a skill chain. Thanks :) ... I don't use skill chains because I tend to manage each individual separately and on a case-by-case basis.

For some reason, it seems the summon spirits spell doesn't add ethereal damage... but, I might just not be paying enough attention to the numbers to notice the bonus.

And one more [final?] question... Some items have bonuses like... HP: +-100

What does that mean? I'm not sure if it means its either plus or minus and that it's random or if it means something else.
Brickman (2008-08-15)
It means you lose 100 HP. By the time he had decided that he was actually going to have negative effects on your damage output/HP from certain items he'd already coded it in to always have the plus, as he originally only intended to make positive modifiers.

Patch 1.01 candidate
Mark Pay

Mark Pay (2008-08-12)
I finished up a candidate for the first patch this morning. The changes shouldn't cause any issues, but as a precaution I'd appreciate it if some people could install it and play with it for a while before I put it on the front page.

If you do, please be sure that you still have your copy of the 1.00 installer available, or your game directory backed up.
The patch will not affect your save games in any way.

Link:
http://www.thespiritengine.com/Files/TSE2Patches/Patch-TSE2-100-to-101.exe

Change List for TSE-2 version 1.01
----------------------------------------------

Bug Fixes:
--------------
- It is no longer possible to cancel the Skill Chain target menu and leave it in an incorrect state.
- Striking KOed hallucinations in Chapter 8 no longer increases their recovery timer.
- Night Gale movement speed is further increased at higher speed settings.
- Leonard's reward state is now reset correctly when quitting to the main menu.
- Urtat in Porto Vale no longer becomes untargetted if attacked whilst blitzing.
- Fixes to minor visual issues and typos.

Changes:
--------------
- Smokescreen monster dodge percentage is increased from 36% to 45%

Additions:
---------------
- A Sound Volume slider control is now available from the Options menu.
- Run can now be triggered by moving the mouse cursor to the screen edges.
- Skill name popups appear on the radial menu when the Tutorial option is on.
- Skill information popups appear on the 'Next Skill' icon on the combat GUI.
- Skill information popups appear on the Skill Chain and Party Chain menus.
- Individual Skill Chain entries in the combat GUI are now approximately colour coded.
- Item Effect descriptions have been added to the manual.
chaos-tse (2008-08-12)
I'm a little concerned about what that change in smokecreen will do to my "absurd" attempt. Have you tested this? I'm only getting started (chapter 5 right now) but it has been quite challenging so far, with lots of razor thin victories that may well have been defeats with a considerably less effective smokescreen...
Mark Pay (2008-08-12)
It will remain as effective defensively, but monsters will benefit more from the dodge. I found this a very difficult skill to balance, and it wasn't intentional for friendly attacks through it to be quite so effective ( damage should be reduced by 12% on average from before )
Jamiri (2008-08-12)
Thanks, Mark, for the patch. You listened well to your fans, customers and supporters and have done a great job on the first patch.

I just tested it on my save game in hard mode in chapter 8 (which is the first chapter in hard mode I find really hard, by the way)

I really like now the mouse-over explanations in the radial menu, and I am also happy to see that you implemented the color coding on the skill chain buttons. However, I found that the colors could be more intense, I had trouble sometimes to distinguish them (especially gray, blue and white). It also confuses slightly that a chain will lose its color and become white when selected.

Apart from this minor thing, excellent job!
Mark Pay (2008-08-15)
Thanks Jamiri. I can see now why large companies take so long with their patches and issue so few. There's an awful lot that can go wrong and in theory, you should completely retest the game for each one.

I'll put the patch up on the frontpage this weekend if no-one has noticed any issues with the specific changes within it.
YanPL-tse (2008-08-15)
and, where's 1.01 demo? forgotten, or not planned? (patch does not work with demo, there's no 1.01 demo download)
Mark Pay (2008-08-16)
Option 3 - when I finish coding and testing it. The demo build is now split from the main build and has to be updated separately.
ROD (2008-08-16)
[quote]I found that the colors could be more intense, I had trouble sometimes to distinguish them (especially gray, blue and white). It also confuses slightly that a chain will lose its color and become white when selected. [code]

I agree



"Urtat in Porto Vale no longer becomes untargetted if attacked whilst blitzing."

Hm, that`s what just happened against the (undead) Urtat! - I never had it the first time (with vers. 1.00).
Mark Pay (2008-08-16)
Darn, I could have sworn that I turned off his blitz attack for C5, what with him being a zombie. But it's still there. He has only been fixed on Chapter 4 so far.
Brickman (2008-08-16)
Problem: It appears to be impossible to select a folder which is not located within C to install this patch. . . such as, say, the "downloads" folder on vista which I had to install the program on to solve the "corrupted save" problem.
Mark Pay (2008-08-16)
I think you can access those folders if you go through:

C:\USERS\(USERNAME)\DOWNLOADS

Rename chain button
YanPL-tse

YanPL-tse (2008-08-12)
rename chain button is sometimes visible in game; it happens when I modify some chains and then go in game to right-down. looks like it was just moved down, instead of being hidden.
Mark Pay (2008-08-12)
Thanks Yan! I thought I'd fixed this one before, but it must have only been for certain instances.

Misguiding Light attack stops
Nillo

Nillo (2008-08-12)
The Misguiding Light enemy in the Adjanti ship attacks with magical floating rectangles. Sometimes these things stop in the air and never reach their target. I suspect that it has something to do with Powder Imps as I was using it extensively when I encountered this error, but I'm not sure.
Mark Pay (2008-08-12)
This is an odd one. Thanks for the report Nillo, I'll take a look at it.
Novalon (2008-08-13)
This problem has also occurred with my copy although I am sure that I never used the Powder Imps in the battle. It was humorous when I swapped positions and the character who went to the front was immediately bombarded by all the levitating rectangles.

Why isn't TSE 2 in pixel art?
asdaa

asdaa (2008-08-12)
So man I just saw some pics for TSE 2 and whaat? It looks so ugly, why isn't the art style same as the first? :P
Mark Pay (2008-08-12)
The large majority of the graphics in the game remain pure pixel art. I prefer the new style and it suits the tone of the game better.
Nillo (2008-08-12)
You could've phrased that better, it is very rude to just call it ugly after such an amount of work... and I have to say that, in my opinion, the art in TSE2 is a great improvement over the first game. I'm sorry you don't like it, but I do. :)
TeeGee (2008-08-14)
Yeah, I love it too. There were quite several locations where I just stared for a while on the screen and appreciated the detail that went into the art.
Strawin (2008-08-25)
I recall thinking something similar to the original poster when I saw the first screenshots. I didn't like them too much.

But that was only because they were different than those in TSE 1, they didn't have an outline and the characters were, at first glance, a bit hard to tell from the background.

But nooo! I was too used to TSE 1 to really see the beauty of them. The graphics are great, you just need to see them in motion to appreciate them fully. The details alone are amazing. And of course, the game art IS pixelart, that's quite obvious, so I'm not sure what the original poster had in mind.

Iceeni's godlike powers
Lailoken

Lailoken (2008-08-12)
Some times when I'm fighting Iceeni and I have a frozen character and the Iceeni casts his direct magic damage spell, my entire party gets bombarded with damage in an instant and I die. I am assuming this is a bug.
Mark Pay (2008-08-12)
That most certainly is a bug, thanks for the report. I'll take a look at it.
I suspect it may be linked to pausing, as I fixed a number of similar issues before release.
Brickman (2008-08-18)
I'd like to confirm that this happened to me too. Quite annoying.
Brickman (2008-08-19)
I just had the same thing happen with a rifle shambler in the aftermath of Porto Vale with his explosive shell. It was most definitely caused by pausing right when it was about to hit. Luckily, it was the very first one, so I didn't lose much progress.
edit: And a second time, only this time with progress on the line. I just pause way too much.
Mark Pay (2008-08-20)
I am suprised these weren't caught while we were testing, because I pause plenty too. :( Fortunately it is a straightforward issue to fix for the next patch.

Post your stats
Nillo

Nillo (2008-08-12)
I felt that it'd be a good idea to have one thread for all these. You know that statistics screen you get at the end of the game? Take a screenshot of it, upload it to some image hosting website, and post the link here for all to see.

Here's the screen from my first run through the game (Normal Unlocked, Kaltos Charlotte Enshadu):
[url]http://img148.imageshack.us/img148/7426/penultimafu6.png

And here is my newest run in Hard Locked mode, with Ionae, PyanPau and Denever.
[url]http://img231.imageshack.us/img231/7262/armyofthreefm0.png

Now all I have left is to do Absurd with the three remaining characters. One thing's for sure, I am going to miss Powder Imps a great deal.
Brickman (2008-08-18)
How many levels did you have to grind to have performed that many attacks on your first run? I didn't have half that number. I forgot to take a screenshot, but I did hit the "save text file" thing (I'll crop out the items though, because who cares?):

"Statistics - David ( Normal,Unlocked )

Kaltos
---------------------
Knight's Health (10)
Hack x 374 (10)
Slay x 45 (13)
Thunderstrike x 34 (0)
Recover x 170 (12)
Brace x 329 (6)
Swordfaith x 330 (10)
Fortify x 10 (0)
Might (21)

Charlotte
---------------------
Musketeer's Health (6)
Aimed Shot x 428 (22)
Explosive Shell x 20 (0)
Lucky Shot x 442 (18)
Enpowder x 19 (0)
Black Bullet x 348 (20)
Smokescreen x 80 (11)
Powder Imps x 9 (0)
Lucky Lady (13)

Enshadu
---------------------
Priest's Health (16)
Strike x 49 (0)
Heal x 357 (17)
Blessing x 18 (0)
Sprite Summon x 48 (12)
Damn x 11 (0)
Aurora x 114 (13)
Wrath x 678 (22)
Chosen (9)

Total Time: 31:29:11
Battle Time: 17:17:59
Battle Time ( cycles ): 57789
Damage Dealt: 1029327
Damage Received: 843154
Number of KOs: 89"


Clearly, you spent a little more time leveling than me, so I have to wonder why my total time's so much higher. I guess it's because I was ludicrously inefficient during a few battles--ESECIALLY the second Crone (who is, by the way, probably responsible for about two dozen of those KO's--forgetting I had aurora and unable to protect Enshadu and, subsequently, Charlotte, and with Kaltos foolishly having hack as his ONLY attack at that point in the game, the battle boiled down to Kaltos, with brace and recover, standing firm and bashing down the sheilds with hack whenever they appeared while his teammates spent the vast majority of the battle on the ground, letting off whatever attacks they could during the brief periods between standing up and falling down again. Took forever but I was just blown away by the epicness I had escalated the battle too, though going back to that save once I had a bit more experience and redoing it significantly disillusioned me due to how easy she really was) and I foolishly ended up fighting the spiders in The Maw three times (that I won; a fourth which was spent learning that they will regenerate from the beginning if you let them). Still. . . defence vs offence, I suppose. I used brace 6.5 times as often as you, aurora twice as much.

edit: On further thought, it's much simpler than all that--I often leave my computer, with the game paused, for large periods of time, for meals or while I'm running errands or whatever. I've especially done that a lot with this game, and will probably continue to. Therefore, lots of time racked up without me actually at the computer (both in and out of combat).
Nillo (2008-08-18)
Am I the only one who likes Powder Imps more than anything? Seriously, that skill saved me countless times (for example against the spiders in the Maw that you mentioned). I'm playing with Grace now though so I'll have to manage without it. Meh.

I agree that the Crone is tough, probably one of the toughest boss battles. I had to replace almost all my skill points, but I managed to kill her on the second try.

Grinding levels is really easy and fast if you find the right place. There are a few areas in the game where you get into a guaranteed fight against only two enemies. So go in there repeatedly, set the speed to max and enjoy the quick experience. :)
TwiTerror (2008-08-18)
"Am I the only one who likes Powder Imps more than anything? Seriously, that skill saved me countless times (for example against the spiders in the Maw that you mentioned). I'm playing with Grace now though so I'll have to manage without it. Meh."

Powder Imps is considerably my favorite skill.
Brickman (2008-08-18)
I didn't use powder imps nearly enough--I was too attached to brace and aura. There were a few cases, though, where it was powerful even unleveled--any ammount of imps killed those butterflies in the jungle, and if a single unleveled imp bottle was almost enough to stop one of Ick Thelloth's magic attacks, I bet leveled it would've been a pretty powerful defense (sadly, the person who had powder imps was also the only person attacking in that battle). I'm gonna make a point of investing in it next run.

Oh, and the crone's not that bad if you use Aurora to guard against the laser beam and maybe something like fortify to soften the physical attack, along with any of the attacks that get bonuses against undead or large targets. I suppose she'd be a pretty nasty fight if you had sharpshooters but no priests, though.
Brickman (2008-08-27)
Sorry to double post, but I just finished my second run, this time on hard mode. I'd like to point out again how impressed I am at how the story is different for each character--especially the difference for Denever vs Enshadu at the end. "Page Left Blank"=super-duper ominous.

http://img170.imageshack.us/img170/6936/ipdhardcl8.jpg

Differences:
-After seeing how effective it was near the end, and remembering how screwed my knight was in the enclosed space levels, I used thunderstrike for the whole game. Don't regret it.
-I used just over half as much recover and just under half as much brace, while using a lot more heal and aurora. Part of that was also that I used trick a lot, which also slightly reduces the ammount of healing/defense you need. Another part is that my knight last time was mostly stuck on defense whenever swordfaith wasn't available and hack wasn't effective. I also used a lot more of both powder imps, whose power to cheat poison, multihits and explosive shells is great fun. Smokescreen, however, remained my "desperation" move, reserved for covering my butt if someone fell until they could be revived (with the notable exception of the final boss, whose first form more or less demands it).
-I tried to make fortify work. I really did. It just didn't. I'm sorry, it's just not that effective, and moreover it's effects aren't that visible. Or maybe it's that I tended to select my armor based on skill bonuses rather than armor value, and since my armor was thus fairly low to start with a fixed increase offers proportionally less reduction in damage. But mostly I think it's just not good enough.
-I intentionally made PyanPau a staff fighter this time, as opposed to wrath. Having trick influenced this, since now I didn't just have one skill using my weapon level. In the end, though, I ended up using both strike and wrath, AND trick, because some areas favor concussive and some areas favor magic. I intentionally ignored spirit summon, because I really don't like it.
-The first time through I more or less only used blessing during chapter four's test-your-strength machine and nothing else. This time I stayed like that most of the game, but when I got stuck on west ascension and noticed PyanPau's equipment already gave a huge bonus to it I figured I might as well try it. Coincidentially, the first attempt after sinking points into blessing to further buff Denever's thunderstrike was the time I made it through, so I guess there's something to that skill, even if you can't really see it at work.
-It's funny how I never missed trick or aim high the first time through, but used them to tremendous effect this time while sorely missing explosive shell and damn, which I only really "discovered" the value of near the end of my first run. Nobody's missing core skills, but they're all useful. Anyways, I dumped ALL my points out of aimed shot and into aim high immediately after slaying Ick Thelloth, since I knew there were more or less no more large enemies left (just batiste part one) yet every single battle left involved multiple targets of which I would want to be hit any one of my choosing.
-Significantly less lucky shot, significantly more aimed shot/aim high. Partly it was being able to shoot at back rows, but partly it's that when I realized just how much they resisted magic I shifted my tactics against the late-game chi-sheilders from "ignore the sheild" to "pummel the sheild with stuff like thunderstrike and aimed shot until it breaks and you can pummel the monster".
-Although only one shows up, I actually tried staggering blow at least a dozen times against urtat and the faith armors, and possibly a few others who I could only hurt with charged faithstrikes, desiring the large damage modifier. However, with no points invested, it wasn't all that effective, as evidenced by the fact that only once did I survive to the next save point after doing so. I'm gonna try investing in it next game instead of strike and see what happens.
-A lot fewer KO's, a little more damage dealt and recieved, and just a bit more battle time.
-For some reason, I had to grind a few levels in chapter 8 to reach its bosses/chapter nine at the same level as my first game, and that's after a little bit more grinding in 7 too I believe. Why? Do experience values go down when you're on a harder difficulty? If so, again why?
-I very nearly gave up and skipped undead Urtat Underval, mostly because I forgot that he dropped a decent reward, but I persisted and he fell eventually. Hate that guy. Otherwise, bosses were almost universally easier now that I knew what I was doing, while regular enemies were all much, much harder now that I was on a higher difficulty level
-That said, Batiste's final form was significantly less pathetic this time. Not enough to stop me though.
-The monsters of chapter eight. . . that place is scary. I spent so many lives there, it's almost sad; I shudder to think how I would have survived if I hadn't been using Thunderstrike (which I wasn't first game).

I'm sort of torn between trying another hard with a nonstandard party or moving on to absurd (possibly with a standard party, possibly with an extra priest). I can't think of any way of doing this that's likely to have me seeing Mercious's story anytime soon, because who wants a priest who's "angry" during the key boss fights (on the other hand, he's "nervous" during chapter eight. . .)? Maybe absurd with two priests?
Jamiri (2008-08-29)
I finally finished the game for a second time. The final boss is definitely a tough one in hard mode.

I will now take a break from this wonderful game. However, I will surely come back and play it again with the last three characters I haven't tried yet.

So, here are my stats:

Statistics - My Party ( Hard,Unlocked )

Mericious
---------------------
- Gravecall
- Robes of State
- Gharl's Foul Tongue
- Ruby Ring of Health
- Ambassador's Ring
- Flowing Necklace of Self-Healing

Priest's Health (23)
Strike x 11 (0)
Heal x 732 (17)
Sprite Summon x 1 (0)
Damn x 280 (10)
Wrath x 2022 (21)
Chosen (21)


Ferwin
---------------------
- Colossus
- Grim Harvest
- Scythe Shield
- Berzerker's Ring
- Rolling Ring of Skyfury
- Gnarled Talisman of Minor Party Heal

Knight's Health (23)
Hack x 784 (0)
Slay x 1167 (21)
Thunderstrike x 54 (0)
Recover x 585 (20)
Brace x 4 (0)
Swordfaith x 166 (0)
Fortify x 6 (0)
Might (23)


Grace
---------------------
- S4-A Silverlock
- Durantium Plated Vest
- Stout Belt
- Cobalt Blue Ring of Magic Protection
- Azure Blue Ring of Magic Protection
- Trickling Necklace of Self Healing

Musketeer's Health (23)
Aimed Shot x 516 (0)
Explosive Shell x 4 (0)
Lucky Shot x 328 (0)
Flashbang x 11 (0)
Black Bullet x 1798 (23)
Smokescreen x 166 (22)
Lucky Lady (23)


Total Time: 15:30:58
Battle Time: 10:14:52
Battle Time ( cycles ): 120830
Damage Dealt: 2368056
Damage Received: 2107541
Number of KOs: 217
Mark Pay (2008-08-29)
Thanks for the feedback guys. It's always interesting to see people's stats.

"-I tried to make fortify work. I really did. It just didn't. I'm sorry, it's just not that effective, and moreover it's effects aren't that visible. Or maybe it's that I tended to select my armor based on skill bonuses rather than armor value, and since my armor was thus fairly low to start with a fixed increase offers proportionally less reduction in damage. But mostly I think it's just not good enough."

I'm not too worried about it as I found it useful in playtesting even after I finished nerfing it. I'll consider rebuffing it if it proves unpopular with many players. The same goes for Flashbang and Staggering Blow.

"-For some reason, I had to grind a few levels in chapter 8 to reach its bosses/chapter nine at the same level as my first game, and that's after a little bit more grinding in 7 too I believe. Why? Do experience values go down when you're on a harder difficulty? If so, again why?"

XP stays the same on all difficulty levels.

Error Detected! There is a mismatch in your save files
Brickman

Brickman (2008-08-13)
I downloaded the demo, and played through it to the end all in one sitting (although I did quit and reload at one point, when I spent my skill points from the ruins boss right before the conversation where skills I wanted to invest in were unlocked and didn't feel like wasting refund points). However, when, after reaching the end, I tried to load one of my save files again, I only got a black screen. I got this same screen for all my save files, and when I tried to start a new game, I got a black screen until I clicked, then got the map screen where it shows the little X where the party starts, then when I clicked continue got the following error message:

"Error Detected!

There is a mismatch in your save files.

If you have just loaded, that save file may be corrupt or sections may have been moved.

If you have not recently loaded, your current file may have become corrupted. Please try reloading from your last save position.

Please click on this message to continue."


Clicking again returns me to the menu. I tried removing the contents of all save folders and the current folder, to no avail, and even tried uninstalling and reinstalling the demo, to no avail.

One last thing: The game stopped playing music when this bug started. Also, for some strange reason, when I tried to start a new game the first time after reinstalling it the characters I had been playing with before were the ones who were selected rather than the default characters, although when I tried a second time to get another look at the error message for this post it was back to the defaults. Probably useless. Oh, and I'm running Vista.

Anyways, do you have any idea what caused this or how to fix it? Preferably with save files intact? I was actually just about ready to buy the full version, but I won't if I can't find out the cause of this bug because I'm afraid I might not be able to play it.
Mark Pay (2008-08-13)
This is really unusual. It sounds like one or more of the files is failing to load correctly.
This should not occur on multiple save files ( or even one, unless the game crashes whilst saving )
Nor should it occur on core game files, before or after reinstalling, unless perhaps something is interfering with disk read/write access.


Is this problem still continuing every time you start the game? Does the music play at all now?

Are you pretty sure that there is no malware on your PC? And what are your PC's specs?
Brickman (2008-08-13)
Hmm, on the hunch that maybe it was related to the way windows makes me repeatedly and annoyingly confirm anything and everything involving copying to, pasting to, deleting, renaming or removing anything in any but a few folders on my computer, I tried uninstalling and installing it in one of the folders that windows doesn't care about policing (MyDownloads, which I'm growing tempted to just install stuff to by default). And that seems to have done it--I was able to start a new game and it worked normally, and the music's back. I'm gonna test if those saves still work, since I don't think they were actually the problem.

Anyways, this was occuring consistently. I couldn't play the game, either by starting a new one or loading, and the music didn't play at all. Anyways, if someone else has this problem, tell them to try re-installing it in a new folder, preferably somewhere where windows has less security. I don't really know which of the two solved it, but I'm not pushing my luck.
TwiTerror (2008-08-13)
This was definitely a windows permissions error. I should have thought about this sooner, especially because I am in charge of dealing with this in my fulltime job -

Moving the save folder to My Documents or AppData should definitely be considered, as many users without admin-rights that play in Program Files will have this same issue.
Mark Pay (2008-08-14)
I appreicate your work trying to figure this out. It's weird. :?

I was thinking it was a write permission error with so many files failing.
But why should it start failing after working for a short period? The game will be moving, overwriting and decrypting the exact same files.

I'm looking at the master build I have and since I moved over to my new machine, Vista has tagged every folder as 'read-only' (greyed out), but won't let me change this. I don't know what that means.
The files have the correct individual permissions set however, and must be working correctly here, otherwise I'd know about it pretty fast.

Josh - The whole install would have to be moved. It was even failing to properly load the conductor and therefore I assume the other important array files as well.
Mark Pay (2008-08-14)
Would setting the main .exe to run as administrator ( at the user end ) also solve this problem?
Mark Pay (2008-08-14)
In answer to my own question, yes it does.
I'm guessing that you must have been running as admin when you first played the game through Brickman?

I just realised that the alternate account I used to test on this PC is in fact still an admin account. :(
Wow, Vista is a pain if you don't run as admin. o_O

I'll have to add a note to the installer when I update it to the 1.01 version.
If I tag an .exe as 'Run as Admin' on one Vista machine, does anyone know if it will keep that attribute and therefore prompt the user when moved to another Vista machine?
Either way I don't think I can do that for 1.01 now.

I'm a little shocked that the Vista security is so fierce that it will even stop a program altering files in its own directory. And that it will let you completely circumvent all of this by copying the folder over to My Documents ¬_¬
TwiTerror (2008-08-14)
I'd say to just move the location of the Saves folder... as in for the next patch make it so that if the save folder does not exist in the existing directory than to check the my documents or something (and call it TSE2 Save or something).

Flagging the EXE on your machine will not copy over, you need to edit the manifest - something I'm not sure if you can do in MMF2 at this point (maybe you can though). Although I'd be hesitant about downloading a demo game and letting it run in administrator mode...
Mark Pay (2008-08-14)
That wouldn't solve the problem, since the rest of the static game data is loaded in the exact same way.

Doesn't pretty much every other app require admin access to install or run anyway?

Anyway, apps that spread their save data into unspecified directories annoy me( and that includes TSE1 :( )
Karzon (2008-08-14)
Consider testing your computer's memory.
http://hcidesign.com/memtest/
TwiTerror (2008-08-14)
"That wouldn't solve the problem, since the rest of the static game data is loaded in the exact same way.

Doesn't pretty much every other app require admin access to install or run anyway?

Anyway, apps that spread their save data into unspecified directories annoy me( and that includes TSE1 :( )"


Reading from the directory isn't a problem - since you wouldn't be changing any static game data? Only changes would come to the save folder... sounds like a viable solution. Besides, it's not like you'd be saving to c:\windows again (; at least My Documents\TSE2 Saves is a bit more predictable. :D
Mark Pay (2008-08-14)
No, because the Blowfish extension decrypts on the harddrive, not in memory and all those files are copied and decrypted to stop the master file being corrupted during loading.

I don't want to be rewriting the save/load system for all external files right now when the easier solution is a client-side toggle that many other games and apps need anyway.

I don't even know how you'd reliably access My Docs from MMF. MS seem to have changed the file structure there entirely for Vista.
TwiTerror (2008-08-14)
Sounds good, then. My solution was more of a "it'd be nice if" one. (:
Brickman (2008-08-15)
Basically, I think it's that Vista considers everything in My Documents "yours" in the same sense that it considers everything on the computer yours if you're an admin but is cautious to let you tamper with it if you're not.

Oh, and I totally agree that having saves in the same directory as the program is to be desired--I am strongly in the habit of copying save files right before every boss in a game so I can fight any of them whenever I want, and doing so again with different characters or self-imposed challenges (for some reason, difficulty levels hasn't come up often). The fact that I couldn't find TSE1's save files, combined with a limit of five saves and a total of 27 party combinations (that ignoring skill sets, even) which I'd have wanted to have a save for each one I'd actually used before the elder serpentine acolyte, the gunship, the final boss and ideally Tza Tze. I'm so glad I have infinite save space this time around, with difficulty levels added to boot (though refund points also help).
Mark Pay (2008-08-15)
I agree Josh, but it's a difficult and risky change to make at this stage.

Thanks for raising this issue Brickman. I'll be able to advise anyone else who experiences the same problem.

First Warez Sighting
TwiTerror

TwiTerror (2008-08-14)
I think I might cry.
http://suprbay.org/showthread.php?p=185931

hah.
Nillo (2008-08-14)
Some people are just cheap. Don't take it personally.
Mark Pay (2008-08-14)
At least it's only a request so far. :/ My thanks to all those who have bought the game so far and not run off to put it on a warez site.

It's sad/funny to see in awstats some people navigating to this site off a google search for "the spirit engine 2 torrent". It's a little indy game that's been out for 2 weeks and has only sold a handful of copies, and already some people are trying to find ways to pirate it.

... :(
Jamiri (2008-08-15)
Although it might sound a bit strange, I think it also shows how excellent the game is. If the game wasn't good and had no value, nobody would risk committing a crime for it.

Apart from that, shame on those people that provide and spread TSE-2 warez.
YanPL-tse (2008-08-16)
some hackers say, every good job should be paid. But, saying so, and paying for good job are two different things. Hackers ideology is far better than their doing and downloaders deeds. But, I know people, who bought some games AFTER downloading pirated copies.
no matter how hard you copy-protect something, there allways is a way to go around the protection. It's obvious. It's plain. It's modern and cheap. It's what people got used to. But, it's wrong.
Hopefully, pepole will buy full version, because they will appreciate the game. In fact, this is the only reason to ever buy any game, and is a good one even when pirated version is aviable.
LachlanDavis (2008-08-17)
If you do spot them you should contact the sites. Im not sure as ive never used torrents or torrent sites, but im pretty sure they would take them down. I mean you can always threaten legal action. I know you never would go that far, but you would think that a thread would be enough.
Jamiri (2008-08-17)
Yeah, you should at least threaten them with legal actions, although it might be a bluff. Maybe BMT Micro can support you in this, as their sales will be affected by pirated copies of TSE-2 as well.
Nillo (2008-08-17)
Threat emails are probably not a good idea... torrent trackers are not actually hosting the files themselves so you don't have much to stand on, and TPB collect such emails like trophies (and never actually remove anything). I suppose you can ask them nicely, but in my opinion you're better off just ignoring the pirates.
Mark Pay (2008-08-17)
Yeah, in practical terms there's very little you can do and they know it.

How do enpowder and spirit summon work?
Brickman

Brickman (2008-08-15)
The documentation for this game's not quite as good as the first (well, mostly the game's more complicated so it needed to be better and wasn't), so there's a few things I'm confused at. One which matters in the immediate sense for me: How do those skills which add damage to someone's attack (aka enpowder and spirit summon) work? If, say, I enpowder my knight's hack attack, and he hits someone with heavy armor, will the enemy soak his damage twice (first soaking the piercing hack damage with his piercing resistance and then soaking the concussive damage with that resistance)? If not, which resistance is used? I was really miffed when I tried to use spirit summon to hurt Urtat Underval (as I was completely and frustratingly stalemated against him, with only black bullet being able to hurt him unless I got inexplicably lucky with a wrath because it sometimes didn't work), because he only has a percentage reduction to ethereal damage, not an armor value, yet my fighter still did no damage to him (or is it just a miscommunication in the manual that it works on "all" attacks rather than just the caster's attacks?). It seems like, if they get soaked separately, those skills would be pretty darn useless, so what gives?

edit: Speaking of things the manual fails to properly explain, that overdrive equation is quite obviously wrong as wrong can be, as according to it you'd need 7900 energy (197 actions worth) stored up before you broke even, and anything less would be a weaker attack than normal. And a further examination of enpowder does suggest that it is of the "only even remotely useful if you apply it to an attack that's already concussive" variety, though I'm left wondering about spirit summon.
Mark Pay (2008-08-15)
I think the problem with Sprite Summon is in the skill description - it's added to all attacks made by the character, not all attacks made by the party.

The reason wrath sometimes failed to work is likely to be the damage mulitplier. If you use it after a series of other attacks, it will gain a 10-40+% bonus.

The overdrive description is incorrect. I believe the - should be a x. It was a rather arcane formula, partially lost in the mists of time, and I evidently didn't check it as well as I should when I dug it back up again.

Enpowder is best used on concussive attacks since damage types are reduced separately. That's still ~1/3 of the attacks in the game, and it's useful on Hack, Lucky Shot and Highfire too, especially with a Damn on the target.
Brickman (2008-08-15)
Well I was paying attention to the damage multiplier, and that's about the only time I even bothered trying. It wasn't that. And I was also paying attention to whether or not he was fortified, so it wasn't that. It might've just been that at those times I had spirit summon up, but I don't think so because I got more than that should've granted.

I'm sad to hear about enpowder being less than useful for breaking armor. As for the multi-hit attacks, I assumed that the "percent reduction to the bonus" for hack, thunderstrike and lucky shot was intended to cancel that out--it'd be better if you specified how much it's reduced.
Mark Pay (2008-08-16)
Enpowder is still great for breaking armour if you combine it with Trick, Strike or Explosive Shell. An enpowdered attack is still one combined attack, and the concussive damage is combined before being reduced.

I believe the % remaining after certain skill reductions are:
Hack - 52%
Thunderstrike - 64%
Lucky Shot - 75%
ROD (2008-08-16)
"I'm sad to hear about enpowder being less than useful for breaking armor"

Why? empowdered Strike or Explosve Shell/ Flashbang should work against Urtat.

It did work, I tried it right now: Party Lvl 33, Kaltos, Enshadu, Charlotte

Kaltos: use Brace in front, Charlotte: enpowder herself and Explosive shell, Enshadu: Heal

I tried first enpowdered strike by Enshadu, but Urtats Swordfaith brought him down rather soon.

But Kaltos sticking to brace is almost invincible an Charlotte is dodging 48% of the Swordfaith (and Enshadu occasionally being up long enough to do some healing).

Enpowdered Shells did ca. 120-130 damage, only 66 when fortified, but more if Urtat was charging.
He starts with around 4000 HPs afair, so the fighting was long and Kaltos had to help with override slaying in he end.

Combining enpowder with override didn´t work (when it´s the same charakter) - seems to last too short - that´s a pity, though!

But it worked alright considered that I only tried once and did some errors (enpowdering Enshadu, trying to override, some bad timings...)

edit: ah, now I think I understand what you meant....
Brickman (2008-08-16)
Sadly, in this party I'm more or less running almost every attack that isn't concussive--hack and a few points in slay for Kaltos plus some tanking skills, black bullet, aimed shot and lucky shot for charlotte (plus dodging of course), and wrath, spirit summon and some support skills for Enshadu. I went with wrath because it meant that I had at least one single-target magic attack for bosses (And because your priest running out in front of everyone else to attack can screw up your strategy even if he can take melee hits) and I didn't have space in charlotte's repertoire to swap points out for enpowder AND explosive shell. What I ended up doing, though, was taking the points out of slay and snatching some of what I had in dodge too, along with levelups from the other circus events, and gave Kaltos swordfaith and a bit of charge. It along with poison bullet and smokescreen from Charlotte and Enshadu alternating spirit summon, aura and wrath with an occasional heal (spirit summon so he could help tank while Kaltos was busy and actually deal some damage with wrath, though he still mostly only attacked to raise the damage multiplier. Aura was to protect himself from swordfaith, as it affects the caster double) worked very well, as Urtat's somewhat weaker against magic. Charge plus overdrive and black bullet seems like it'll probably be all the armor piercing I'll need for now. Poison by itself only failed because Urtat heals himself aggressively whenever he falls below 700 health.

I was mostly disappointed because enpowder now seems like a much less useful skill than I thought, although I suppose reviewing the list of concussive attacks it's not really underpowered. I should point out, though, that according to the numbers you just listed it's got no advantage at all with hack, in fact being significantly weaker since the same amount of concussive damage as normal is soaked twice.
Mark Pay (2008-08-16)
I'm missing some documentation in this part of the item editor, so I think I mixed those up.
It ought to be more like:
Thunderstrike - 52%
Hack - 64%
Lucky Shot - 75%

A month or so before release I found that Hack+Enpowder wasn't being reduced and it was incredibly powerful ( +2 full strength attacks for the price of one )
As it is, it's still a good deal again monsters with low armour or chi.

Charge + Overdrive should be enough to break armour for the rest of the game though.

A couple of bugs...
DemiImp

DemiImp (2008-08-15)
In the very last scene where they start bombing porto vale, Kaltos says the same line twice (in the conversation with the guy and the knight-woman (sorry I forget their names :oops: ))




http://img297.imageshack.us/img297/6742/weirddefeatbg9.png
I don't know why this happened! But, it seems to always happen now. In fact, it seems re-entering the vampire cave after obtaining the key produces a lot of glitches. I could be wrong, but I don't remember these things happening before I got the key. It seems to start with the glitch below.

http://img297.imageshack.us/img297/3328/lifebarglitchqo2.png
Look at the lifebar of the first enemy. Weird, huh?


Later, this happened!
http://img377.imageshack.us/img377/4051/hewontcomebackxb3.png
I think it was that yetti monster. He just backed up. And didn't stop. He went off screen, making lucky shot not hit, wrath not hit, and almost every other long range attack. Luckily swordfaith hit. Probably because it's an ability that targets a specific enemy.



These all happened after experiencing the life-bar glitch. So, my guess is that they're related. Double check and don't assume I'm right that they are related :p
Mark Pay (2008-08-15)
Thanks for the detailed reports DemilImp. I'm sorry that you've encountered so many bugs, and in such a short period too.

The visual glitches in the crypt are perplexing because I distinctly remember fixing them months before release. :/
The yeti one is a little concerning because it uses the standard monster melee code.
Jimbob (2008-08-15)
Hehe, there's a little bit of angry blue box at the heart of every creature, right Mark? ;)
FurryRage (2008-08-15)
I got the angry blue box once, but it was more than a week since I got it and I can't remember well.

it was an ennemy with a "high" dodge bonus, probably on chapter 6 too (only probably...), human shaped (as I remember it, I may be wrong) and he "phase" briefly (half disappear) when he succesfully dodge (now that I think about it, it may be the pharaon, or one of the egyptian ennemies, I don't remember on which chapter they were, 3 or 6?)

Also, I haven't made a second run through the vampire crypt, so I don't think it's related to having obtained the key (except if the ennemy I described is in chapter 3, thus it was not related at all to the crypt and must depend on something else)

I haven't paid much attention to it, sorry, it happened only once (but I died only once too, and since it seems related to defeat screen... it may happen often). I'm not sure of many things concerning it, only that it was happening on defeat screen and replacing ennemies who half phase out when they dodge. Also it hapenned before the 1.01 patch, even if I don't think it was corrected in it.

I hope it'll help.
I also realy hope I could remember it better and that I won't lead you in a wrong direction.
GiB (2008-08-15)
Probably there's a little bit of angry blue box at the heart of every creature, Jimbob, this is part of the engine and makes it more effective.
Nillo (2008-08-15)
Haha, I've never seen those boxes and I'm glad for that. It would've broken my immersion like nothing else.
DemiImp (2008-08-16)
"Thanks for the detailed reports DemilImp. I'm sorry that you've encountered so many bugs, and in such a short period too.
"


Hey, don't worry about it. I'm just trying to help :) ... The game is really fun, and that's the important part.

Eventually I'm going to make another post pointing out some of the instructions (in the manual and elsewhere) that are difficult to understand, but I'm going to beat the game first :)

Hope you can figure out those bugs, though. They seem like they'll be hard. I'll even send you my saves, if you'd like.
Brickman (2008-08-16)
I got that same glitch with the lifebar in the second picture, in the same area (and I'm guessing the same fight--first round in the second area of crypt, right?) I hadn't made a second trip to the crypt after getting the key, by the way. Also, there were some slight graphical errors with wrath's effect for that and the next few fights; I couldn't see it, but it still worked. No blue boxes, though, and none of the yeti's have run off on me yet.

Also, I find it funny that I seem to be running the exact same party as the OP, including our offensive skills selection.
DemiImp (2008-08-16)
I only got the blue boxes on defeat and only on a certain enemy.

If we have the same party and are experiencing similar glitches, maybe its party related?
FurryRage (2008-08-16)
I got the blue boxes on only one ennemy too, but I only have enshadu in common with you so I doubt it's party related ^^
Brickman (2008-08-16)
Umm, in that case it sounds like one of the enemies is just missing a victory sprite. Which enemy was it?
Mark Pay (2008-08-16)
Don't worry folks, I know what the problem is. I just don't why it's still in the game. Grrrr. :(
YanPL-tse (2008-08-16)
haha, picture looks like some part of background was moved too far to front :D (if all bugs were so simple as this one seems, developer's life would be really cool :P)
Novalon (2008-08-17)
Oh, the blue box wasn't deliberate? Every time those monsters killed me, I encountered that problem but I just assumed it was an outlandish victory pose.
DemiImp (2008-08-17)
"Don't worry folks, I know what the problem is. I just don't why it's still in the game. Grrrr. :("

What was the problem?
Mark Pay (2008-08-17)
The victory state still references the template victory animation.
Brickman (2008-08-17)
"Umm, in that case it sounds like one of the enemies is just missing a victory sprite. Which enemy was it?"

Totally called it.
FurryRage (2008-08-17)
yop, I just got it again against a blue spider at chapter 7's MAW. And during the battle. I attacked it, the spider dodged and went blue box during the miss.

ok, it did it again, so it's not just random, it's every time they dodge.

I think it's not just victory screen, it seems linked to dodge too (at least, I only encountered it on dodging ennemies so far)

EDIT : got it 5 times so far and red spiders do it too.
YanPL-tse (2008-08-18)
it's like "missing image replacement"? cool, not all designers would bother to create custom graphic for it :)
DemiImp (2008-08-18)
What about the health bar glitch?

Which characters miss which skills?
Brickman

Brickman (2008-08-15)
I think it would be useful if this were included in the manual, or at least readable on the forum. Actually, since the information about strengths and weaknesses was displayed on the character selection screen when starting in the first game, I'm surprised it's not there now; why isn't it?

Anyways:
Charlotte has no aim high.
Enshadu has no trick.
Knights do not seem to actually miss any skills, as they only have 10 rather than 11. Odd.
GiB (2008-08-15)
Here you are:
Ionae misses out on Explosive Shell
Charlotte misses out on High Fire
Grace misses out on Powder Imps

Mericious misses out on Stagering Blow
Pyan Pau misses out on Damn
Enshadu misses out on Trick

Item Viewer
Mark Pay

Mark Pay (2008-08-15)
Here is a repackaged version of the Item editor for anyone who is curious. It needs to be placed in the same directory as the main executable.

http://www.thespiritengine.com/Files/TSE2Misc/ArrayEditorItems.exe

It shows timing and strength details for item effects, and all of those items that didn't make it into the final game.
GiB (2008-08-15)
Thanks Mark, this is great!Can you efect the in-game items by changing the values in those boxes?
Mark Pay (2008-08-15)
No, I took out the save code. I might release a fully functional version of the skill and item editors once the game has been out for a long time.
GiB (2008-08-15)
That will be funny :)
YanPL-tse (2008-08-16)
following can be achieved only by hacking AFAIK. But, this fact don't make this data less funny, only less practical.

using items which were taken by editor from the game, priest can have 90% res at piercing and concussive.

max for magic is 57%, with knight; and 48% for priest (items only)
as for ethereal, knight can have 103%, priest 92%.

at level 30 chosen skill priest would have 37% magical res and 82% eth res; together with items it would be 85% and 174%. I'm quite sure that 48%magic res items had 18% or more eth; so priest could get 85% magic/100% eth at the same time.

lucky lady level 30 would mean 64% dodge; musketeer can stack even 32% from items. this means 96% together if I count correctly.

so; priest 1 with 90% physical res with priest 2 85%/100% and high-dodge musketeer would be hacked hardcore tankparty. If we'd replaced musketeer with fortify-using-knight we'd be like invincible (switching damage)

if anyone was interested enough to read it, check it, and, find any kind of mismatch, feel free to point it.
EDIT: Forgot to mention - why level 30? no, that's not because of skill limit in TSE1 :P That's because of some maths involved in formulas of those two pasive skills - that's just max; and it cannot be reached with sane methods
Mark Pay (2008-08-16)
:D Please note that any items not included in the game have not had their stats properly balanced. Resistances are also capped at 75% and I believe dodge is capped at ~85%

Additional dodge on characters is also calculated as a percentage of their current chance to be hit. So a musketeer with 64% dodge will only gain +11% dodge from +32% on items
YanPL-tse (2008-08-16)
[url]http://www.tanks.yoyo.pl/Save8.zip here's a hacked save; no hatemail please, I know it's lame to hack games, but it can be aslo funny. take time to play around with it.

BTW: I didn't hacked savefile, just edited game memory. Yet, I don't know what kind of hash it (savefile) uses to check itself on loading, which means savefiles are quite safe against my attacks :P

oh. and resistance cap is 80%, not 75%.

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 :)

Bug: Multi-hit enemy hitting way too many times
Brickman

Brickman (2008-08-17)
http://img294.imageshack.us/img294/7364/toomanyhitstv8.jpg

The opal swarms are supposed to land two hits each. As you can see, the two of them attacking generated at least eight hits, maybe even more that got covered up by the others (actually, judging by the damage multiplier there were almost surely a few more hits), and reduced my almost full-chi, full health priest to a lump of clothes in an instant. Quite annoying.

This has only happened once so far, I think. Possibly a second time that I didn't notice because I was closer to dead. I'd like to point out the dodge as a possible cause.
Mark Pay (2008-08-17)
Thanks for the report. I think this is caused by pausing at the exact moment the second attack is made, and it should be straightforward for me to fix.

Two bugs involving my attacks' damage
Brickman

Brickman (2008-08-18)
One helpful (although barely), one devastating. First the nice one:

http://img135.imageshack.us/img135/9573/shouldnthavehurteq6.jpg

I am fairly sure that the initial hit from black bullet did not do 757 points worth of damage. Most of my attacks actually seemed to do a single digit amount of damage against those guys when they should've been completely absorbed.

Second, I'm fairly sure that my lucky shot is getting stuck on chi sheilds, despite the fact that, being magical damage, it should not. No picture, but it's been causing just enough trouble to not get noticed all game (and yeah, I do believe it's been all game, because at several points I found it funny that people's chi sheilds were regenerating despite the fact that I'd only been using magical attacks), but I finally realized it while trying to quickly dispatch the priest in the second battlefield fight in chapter 9 and failing miserably.
Mark Pay (2008-08-18)
I suspect these are caused by damage added by items.
In the Chapter 8 shot, do you have the Eerie Miquelet? This will be adding ~140+ ethereal damage to the attack. When reduced by heavy ethereal resistance, 7 damage sounds about right.

In the Chapter 9 example, you probably have some items adding piercing or concussive damage. The priests at West Ascension have heavy magical resistance - you probably won't hurt them with the main magic damage component of lucky shot at all.
Jamiri (2008-08-18)
I always thought lucky shot wouldn't drain chi shields at all (due to its magical damage) and would go straight through to health.
Brickman (2008-08-18)
Wait, are you saying that damage adders work on all attacks? I thought they only enhanced attacks of the given type by that number. This is totally useful information!
Mark Pay (2008-08-18)
Yes they do. It tends only to be noticeable in these two instances because it gets soaked by armour otherwise.

The Black Death
Brickman

Brickman (2008-08-18)
I was wondering about that "cursed" sword from chapter six. There's a big speech given on its behalf and a bunch of fanfare, but the sword itself is. . . odd. Is the deduction to your max health the full extent of the curse? Why on earth does it give a bonus to ethereal damage when the one and only source of ethereal damage for knights that I know of is another sword which activates summon spirit for on you? Why is no such fanfare given to the much cooler and more useful "Early Grave"? Is there more to this sword than meets the eye?
Mark Pay (2008-08-18)
There is a subplot with the sword if you keep it equipped. The etheral damage bonus works nicely with Hack and Thunderstrike, though unfortunately its acquisition comes shortly before an area where half the monsters are immune to ethereal damage. :(
Brickman (2008-08-18)
Well part of it is that I just learned from the other topic that damage bonuses are applied to all attacks, when I thought it was only to attacks which were already ethereal.

Tameless Traverse: The one last plot hole
Brickman

Brickman (2008-08-18)
Now that I think about it, I'm sort of confused about why everybody or anybody went to the Tameless Traverse. Isabelle certainly didn't, as she was in Longreach the whole time, yet the keepers and Batiste's party thought she had and, more importantly, the people across the Maw talked as though they had seen her but let her get captured--they referred to how they tried to harbor her but would've been better off killing her, as did the last Keeper. For that matter, why did Batiste not know where she was in the first place? Shala was there when the party announced to the entire town that they were taking her to Longreach, yet he doesn't know until they tell him in chapter 7.

This part's sort of confusing. What, exactly, happened here?
Nillo (2008-08-18)
That girl wasn't Isabelle, it was one of the others of that bloodline. You never get to see her because the Keeper just killed her when the party arrives.
Mark Pay (2008-08-18)
Hmmm, I can see how this could be interpreted. Perhaps I need to make a small edit to the opening dialogue.
As Nillo says, it's an entirely different person from the same bloodline who is never named, never given any backstory, and killed by the last Keeper.

Batiste doesn't go after Isabelle until they fail in the Traverse because even he can't break into Longreach and capture her until the army is distracted. ( They don't tell him at the end of the Chapter, he already knows )

Chapter 7 is probably the loosest in terms of plot. There's a lot of background events, motivations and history that aren't explicitly explained. The exact nature of the Enclave and Mama Saga went through a lot of changes from the first drafts, and predeterminism is just a sticky theme to try and play with. :(
Brickman (2008-08-18)
Actually, having replayed the beginning of the game and watching Shala's dialogue, I almost have to suspect that she secretly did not want Batiste to succeed. Aside from the fact that she did, in reality, know exactly where they'd taken Isabelle, she explicitly warned the party to tell absolutely noone where they'd taken her. Maybe she doubted her leader's wisdom? She was the one who raised doubts and concerns in the cutscene right before he enters the World Eye (I'm not about to replay a boss fight just to check which one was concerned about leaving Isabelle behind, though).

One other Isabelle-related tidbit at the start of my second run: Ardal warned Isabelle and Elai that the Rakari were dangerous and they should never go near them. Clearly, he knew exactly what was going on, since he knew the Rakari would try and kill them.

Edit: And for that matter, I don't think it's a coincidence that that robot in the Auder Mausoleum woke up when our particular group of strangers wandered through.
TwiTerror (2008-08-18)
"
One other Isabelle-related tidbit at the start of my second run: Ardal warned Isabelle and Elai that the Rakari were dangerous and they should never go near them. Clearly, he knew exactly what was going on, since he knew the Rakari would try and kill them."


I highly doubt that he knew that. Many people have fears of the Rakari just for their differences more than anything - the Rakari were not involved in the Keeper's plot at all, they simply let them continue what they were doing for the sake of Order.
Brickman (2008-08-18)
And if you believe that, I bet you also believe that it's just a coincidence the kids were so close to the World Eye. I think someone was making a power grab.
(OK not really, but it's fun to conjecture)
TwiTerror (2008-08-18)
Well you must also understand that originally it wasn't just kids who were part of this bloodline - it was a very widespread group leading back to the Amaran researcher, including adults. It probably was a coincidence, or just a nice way to make sure the story could go back to a place we'd been before ;)

Who knows! :D
FurryRage (2008-08-18)
Mark knows ;p
(or so I hope, it would be scary if he doesn't)

My Endgame Stats and Impressions
CGman

CGman (2008-08-19)
I recall writing one of these never-ending recaps / odes for the first game, though it appears to have vanished into the interweb (along with the old natomic forums). Here goes another...

My endgame stats screenshot can be found at: http://fas.harvard.edu/~yrosenb/tse2endgame1KCE.png
(and yes, I was another Kaltos, Charlotte, Enshadu groupie – how can you not pick Enshadu?)

NOT PICTURED:
93 / 97 – Level of party at game’s close before / after final boss
2 - Number of tries to beat the final boss (anyone else reshuffle their skill points entirely to create an unbeatable defensive party for this one?)
0 – Number of friends who understood why I was so excited about this game, though not for lack of my explaining (of course, they did think it looked very pretty)
3 – Number of days actually used to beat the game (with a virus [the biological kind], conference, and trip from Boston to NY in between the first two and the last, today)

SOME COMMENTARY:
From what I’ve seen on these forums, my first-time game-time is quite normal (14 hrs and change), but my KO’s (317!) are through the roof. Two things by way of explanation –

One, on my otherwise highly efficient and wondrous Vista machine (but see earlier in this sentence), the game froze a lot, during battles and otherwise – the music continued, but the action would just stop, and one would have to ALT-F4 and restart the game. It’s a testament to how enjoyable TSE2 is that I put up with it, and just saved as often as possible to avoid losing valuable progress (which is why it was very helpful that saving one’s game did not cost money this time around). I suspect this constant phasing out during battles could have messed with my overall KO total (does quitting during a battle do this Mark?).

Two, as you can see from the skill sets, I had a highly offensive minded party, whose basic modus operandi was to pound the enemy into submission before they even got started. If I had to pull out my defensive skills on a non-boss battle, it made me sad (case in point: never used Aurora, and proud of it :D). Instead, I preferred to throw my party against each area’s enemies with various offensive strategies and then keep to the ones which had maximum effectiveness. This made it possible for me to level up 5 times off the Porto Vale zombie brigade without really watching the screen, and it’s how I managed to beat every single boss on the first try, with the exception of the first incarnation of the Crone and Bastise, both of whom took two. But such high-dividends experimentation usually begins with a lot of quick deaths - hence, normal game-time with high KO’s.

IMPRESSIONS:
I must admit at the outset here, there was so much that entertained, engaged and fascinated me in this game that I am having trouble organizing it and finding somewhere to start, so if this feels a little discombobulated, that’s why!

In essence - everything you changed to make this game better worked. I went back and replayed half of TSE1 and was just blown away at how much you improved upon such an excellent game. Running, refund points, graphics, user interface, complexity of inventory and levels of strategy, individuated storylines – everything just clicked. There were the same great twists, characters and worlds – all ramped up a notch in the production department.

Loved…
* The moment in the Enclave cut-scene where you realize how this game will tie back into the Spirit Engine motif and its remaking the world theme (explaining, somewhat, the holdover title). Really clever. For a minute I thought you were going to actually play it out the very same way, while in an entirely different world – a villain seeks to recreate the world in his/her image; our heroes stop them. [Indeed, I am intrigued by the concept of a series of games with the same sort of gameplay, but taking place in radically divergent universes, with new character narratives and inner workings - but all moving inexorably towards the same endgame each time, to the activation of the Spirit Engine – the only question would be how. Would make an interesting and ingenious franchise.] But what you did here in TSE2 at its end was superb as well – the bittersweet final scene especially, which was both thoughtful and fitting.

* Jacques. His personality, his hilarious ever-smoking cigarettes, and his entire monologue in the final scene. You must make a hidden tavern in some future game of yours where he and Rick Brutal hang out.

* The moment in Porto Vale upon leaving the bunker and discovering the city devastated. All the effort put into bringing the city to life earlier – with lush buildings, backgrounds and various attractions - pays off when the party ascends to discover its utter destruction. Josh’s music works perfectly here.

* Dishonest Pete. You should have dropped him into more places though – that’s half the fun with him.

* The collapse atop Frostmaw – I was waiting for a race against the clock segment (considering my party allegedly needed to scale the peak before nightfall, I almost expected, if not for its impracticality, that the entire mountain would be timed in such a way). This was the first time refund points really came in handy, as I souped up my already offensively impressive party for some heavy damage, at the expense of the skill points previously invested in my semblance of party defensive skills.

* The Battle at Longreach part – You negotiated the game’s style of play with the idea of war very nicely. I saved in a separate slot there so I could go back and enjoy calling in reinforcements later (my party was in sudden-death mode on a rather high level, and so never needed them :)). The backgrounds were once again beautiful and really captivated me.

* The Ship - amazing environment, and great reveal with the map too.

* * *

Overall, you did a wonderful job in every way. I was blown away over and over. I fully intend to replay this game with a new set of characters and strategies, once the time comes around. Thanks for such a beautiful and enjoyable piece of craftsmanship and I wish you much luck in all your future endeavors.

~Yair (CGman)
Brickman (2008-08-19)
You beat Ick Thelloth on your first try with a reckless-offense party? Shenanigans! If you charged into that battle without a lot of healing can only imagine it contributed about thirty deaths to your total. Anyways, I feel like pointing out that the extra leveling you did probably helped you a bit, but it's not like everyone's a straight-run fanatic like me. My end-game party was level 90 only because I made a point of winning all the carnival games before leaving, but I crushed Batiste on my first try. Aurora FTW, with it you lose almost no health at all during the first two forms. (Course, you were probably further than two levels ahead at some points in the game; experience supposedly diminishes if you're ahead, plus a level's worth at chapter 6 isn't a level's worth at chapter 9)
CGman (2008-08-19)
Wow - thanks for reading my epic and responding.

I too made sure to beat all the carnival games, which certainly helped my XP (very easy with an offensive minded party, plus, I was sure Urtat would come back to help you sometime later in the game - alas for me).

Regarding beating Ick on the first try - I did use my defensive skills (particularly Powder Imps and Heal, which I almost maxed out by the end of the game) on boss battles. Just never on regular ones (I think I mentioned that above). The reason I could do this was that each character was wearing a variety of self-healing and party healing items, so damage was not permanent, despite no skills being applied towards its mitigation. Seriously - if I died a lot at the lengthy boss battles, you think my time would be the same as pretty much everyone else with a tenth of my KO's? I pretty much only died on regular skirmishes while figuring out my tactics, which barely takes up time, while almost never slogging through any boss more than once.

XP definitely diminishes the higher your level - and once you're ten levels above (as I was by the zombies, as they proved easy leveling fodder), you get 0. I kept this distance between myself and the enemies for a bit, but by the end, I just wanted to find out what happens :) and it gets way too difficult/time-consuming, and strategy / skill point distribution is way more important than level there anyhow. Once you can max out a few skills, you're good - you just need to know which ones for which battles.
Mark Pay (2008-08-19)
Thanks for the report CGman! :D It was very decent of you to take the time to write it and I'm so glad that you enjoyed the game.

I'm sorry to hear about the freezing problems. You're sure that it wasn't the pause hotkey pressed by accident? ( It's a silly question I know but I have to ask and make 100% sure, because it sounds unusual )
Did you notice any pattern to the freezing? Was it always during battles?
If there is any other information that you think might be related, please let me know, because I would obviously like to try and see if there is anything I can do about this.

It's really interesting to hear how you did with a strongly offensive strategy. In answer to your question, KOs are not recorded when you quit or lose. They could, and perhaps should be, but the statistic collection was a late addition that piggybacks on another save file, and I didn't particularly want to mess around with the issues this would raise.

I have found the original game too painful too look at for years now! But I learnt so much from it, and it has served as a useful foundation.
Your idea of a game series working towards the same eventual narrative endpoint in different ways each time is very interesting. Few series get the chance to explore such a concept.

I'm very happy that you felt satisfied with the ending of the game. It was difficult to write. As with the Chapter 5 start you mentioned, Josh wrote music specifically tailored to the scenes after they were implemented ingame, and I think the results of his attention to detail are fantastic. Both times his score makes them come alive.

Thanks again for your kind words! I appreciate them very much.
CGman (2008-08-20)
Nope, not the pause hotkey - happens on the menus as well. Completely random in placement for the most part (battle, world, menus), though with a tendency to occur right after a successful battle. I've discovered a similar issue with TSE1 which never occurred on my older, slower machine (though it tends to simply quit randomly, as opposed to freezing). As I noted, the music keeps going - only the gameplay stops, if that helps. The only major difference between my old computer and this one is Windows XP and Vista (and of course that my new one is much, much faster). The game could go for quite a while without any issue, then suddenly go through a bout of them, though there was nothing different running on my PC during those periods.

Wasn't really such an issue, as I just kept going back and saving at every possible opportunity, so not as big a deal as it sounds.

Do you know if anyone else had this problem?
TwiTerror (2008-08-20)
If the music keeps playing that means the error is most likely in the game related side, not the music side.

The music plays in a separate thread that would keep going regardless of the status of the game thread (the game thread signals the stop, though).

Hope that helps narrow things down.
Mark Pay (2008-08-20)
It sounds like an issue with Multimedia Fusion 2 or one of its extensions. Which is not good news because I'm not able to do much about them.
I've not heard of MMF apps freezing before. Usually they just crash. I don't think the TSE1 issue is related.

It's wierd that it occurs seemingly at random. Outside of the data loading/saving at level transitions and music transitions, all the game is really doing is basic number-crunching and sprite-drawing using the standard MMF functions.

As Josh says, since the music keeps playing, the music code is probably the one thing we can rule out.
Beyond that I'm baffled, and I'll have to wait and see if anyone else reports similar issues. :(

I'm sorry that you've been having these problems, they do sound like a big deal to me and rather annoying.

Please let me know if you think you sense any pattern to their occurance.
CGman (2008-08-20)
Figured it out, and you can't make this sort of stuff up.

My Dell Vostro laptop's touchpad has two little bars on its edges, one horizontal, for side-scrolling, one vertical, for regular scrolling. When the user moves their finger up and down on the vertical one, the cursor changes to an up-down scrolling icon (much like it would for a scroll-wheel). A similar icon appears in place of the mouse when the user moved side-to-side on the touchpad's horizontal scrollbar. However - the latter causes TSE2 to freeze! So basically, whenever I move my finger onto that bar (i.e. the entire bottom of my touchpad) and go sideways, that icon appears (or sometimes even doesn't) and freezes my game. In a game which involves general much mouse movement, I'm bound to do this sometime or another by accident, and hence, the freezing.

I really wonder whether this sort of bug is really worth your time to troubleshoot. I'll be more careful from now on (now playing with Ionae, Pyau and Grace, and loving the new storylines).
TwiTerror (2008-08-20)
Hey CGman - I completely overlooked this myself. I played TSE2 on my laptop before we switched the internal engine to MMF2 and I didn't even notice. I played a bit on my Dell laptop that has the same mechanism and didn't have the problem, but I'm pretty conscious about that scrolling thing because I use it in normal use.

I'll see if I can figure something out.
Mark Pay (2008-08-20)
That is something of a relief. Thanks for tracking down the trigger.
I wonder if it is conflicting with the custom mouse cursors displayed in the game?
CGman (2008-08-21)
Round two complete - check. Still no Aurora - yup. Pretty much all those defensive stats were for Ick and Batiste.

http://fas.harvard.edu/~yrosenb/tse2endgame2IPG.png

3 more characters to go...
Brickman (2008-08-22)
What exactly did you use flashbang for? I can't really picture too many uses for it with such a short stun duration (with three foes, it'll stun one of them for a little under half the time it takes to recharge the skill; for bosses, it's more or less nonexistant). Does it really make up for the lousy damage compared to explosive shell or aimed shot? How?
CGman (2008-08-22)
Nah - Grace just has it as part of her default chain ("Aimflash"), so I experimented before dumping it when I realized it wasn't really helping :). Lucky and Aimed Shot all the way.

And the 2 Enpowders, of course, are for beating the one-hit carnival contest.
FurryRage (2008-08-22)
I don't think flashbang is better than explosive shell, but with Ionae it's necessary, since she can't get explosive shell. She can only use flashbang for concussive damage...

Also, for explosive shell, if you enpowder your shot, does it at damage to the first ennemy only or also to the one behind (and if it hit the one behind, does it do full enpowder bonus damage or half the damage, as normal)

Just bought, but transaction takes quite long to process
iamyum-tse

iamyum-tse (2008-08-19)
I know I should be more patient, but I've never had to wait for more than 15 minutes over an Internet-purchased download link. Last time I bought the game for DROD (another great game btw), it took maybe 5-10 minutes before I started downloading. It's been over an hour now and neither have I received the link nor a notification that my transaction has failed....

[Edit: Phew, got confirmation after 2 hours~]
Mark Pay (2008-08-19)
The time to process each transaction can vary. I believe BMT Micro do manual checks on some orders as a precaution. I know it is a nuisance, but I understand their need to be cautious.

Thanks for your purchase! Please let me know if you have any other problems.

"Death of Personality"
CGman

CGman (2008-08-20)
Out of curiosity, Mark, have you ever seen the episode of Babylon 5 called "Passing through the Gethsemane"? It deals with the same issues and concept as Enshadu's story arc. Was wondering if you'd come across it and whether it served as any sort of inspiration. If not, you'd probably enjoy watching it.
Mark Pay (2008-08-20)
Yes I have, and it was a pretty direct inspiration! I watched it again last year on the season 3 boxset and it was as good as I remember, aside from some hammy acting from the main thug.

I can't remember what age I was when I originally saw it, but it left a distinct impression on me, as did a lot of B5, TNG and DS9 from that era. ( They just don't make intelligent scifi like they used to :( )

The episode deals with the concept really well, brings it full circle on itself and has a poignant ending.
I regret that I couldn't really justify the time required to go any deeper into the themes. Fitting a more direct translation of the end of theB5 story into a game of this sort would be a challenge ( not least because of the protagonist's fate. )
In the context of an RPG though, where mental weakness is usually overcome with the power of love/friendship/determination, I'm not unhappy with the potentially anticlimatic way that Enshadu's story is concluded.

Anyway, "Passing through the Gethsemane" is fantastic, and I'd recommend it even to people who haven't watched the show before. :D It's pretty self-contained episode.

Happy Box Monsters!
CGman

CGman (2008-08-21)
This is the kind of bug that is fun to find, though perhaps not as fun for Mark. Behold:

http://fas.harvard.edu/~yrosenb/tseblueboxen.png

I'm gratified to see the return of those noble box monsters to the fore of TSE, but maybe this should be looked into a bit. They immediately replaced the pictures of the two Mourmourdons upon my party's untimely defeat in the Count's crypt.
Nillo (2008-08-21)
See this thread: http://www.thespiritengine.com/forum/viewtopic.php?t=195
CGman (2008-08-21)
Ah...thanks! (that's what I get for only checking the topic headers before posting, and not reading every single post)

To be more detailed, this did not keep happening to me as it seemed to for the other person who encountered it here, but just this once.

Also, what happened to the angry box monsters who I distinctly recall from early development screenshots?
Jimbob (2008-08-21)
It depends on which enemies defeat you when you get the bug ;). I think I remember Murmourdons giving me a red angry one at one point, but I think that was fixed. :)
Mark Pay (2008-08-21)
The angry box monsters are still in the game, but they're supposed to be safely contained within the template frame. They cheer up when they win. :)

Notice - Away for the weekend.
Mark Pay

Mark Pay (2008-08-21)
I'll be away for four days this weekend visiting relatives. I may not be able to get much internet access to answer posts for a while.

The 1.02 patch is about done, but needs some testing and should be available next week.
TwiTerror (2008-08-21)
I am still here, however! And I can provide any enthusiastic support to your issues in the meantime. (;

I can also help out with any general questions as well, which may prove to be more useful.
Mark Pay (2008-08-21)
Thanks Josh. :D

Unreadable Music (OST problem)
FurryRage

FurryRage (2008-08-22)
Er, not really a game problem, but I bought the OST together with the game and I found a track which isn't working. I tried to download it again and again, but it's still unreadable. (And i downloaded 5 times in different folders).

The track which isn't working is 2-26
Something that begins with D

Can you help me get it?
Anyone noticed this?
Is it working for everyone else?

Also I tested every other and all is fine, it's the only one which is not working.
TwiTerror (2008-08-22)
I'm not having this problem with the file on downloading it. I can email you a link to the appropriate file if you provide me your email that you purchased with.

Sorry for the inconvenience, there are still a few bugs to work out with the whole system - as you might imagine. (;

Thanks! (:
FurryRage (2008-08-22)
I sent you a pm, I'll wait for your answer ^^
FurryRage (2008-08-23)
Ok, the song you sent me is working well, but I noticed it was 1.13Mo while the broken one was 1.30Mo.
Also, I couldn't get informations on the broken file (properties : author, group, etc...)
I don't know if it'll help

Anyway, I really think it must come from the file uploaded since I have not encountered problems with any other file and in my 5 downloads it was the only file which was broken.

If you have tested the single file download, then it must come from the whole album one.

Anyway, thanks for the link ^^

P.S. nobody else had that problem? It would be better to compare with more than just 2 persons/accounts
TwiTerror (2008-08-24)
I tried the full album downloads several times and I had some close friends try it on MACs, Windows XP, and all sorts of combinations of JAVA.

It sounds to me like a connection broke either on the server or the computer. It sounds like a pretty rare occurrence - but the good news is that you can download it again if you need to.

I'm not sure why the file sizes were so different, though :P

Batiste resurrected - bug or feature?
Strawin

Strawin (2008-08-23)
The final boss, Batiste. I shot him with Black Bullet, Ionae, and when his health was supposed to go to 0, it suddenly jumped to over fourteen thousand.

Is this a bug?

This was my second run, with different characters, the first time everything went smoothly, but I didn't use Black Bullet.

Edit: my version is 1.01.
TwiTerror (2008-08-23)
This is definitely a bug. I had a similar bug when I was originally beta testing, but then it didn't seem so much a problem because it only happened when I used the beta 'kill key' to send his health down by large increments. Mark should definitely look into this.
Brickman (2008-08-23)
It jumped to over twice what the final form starts with? Dang. I take it he proceeded to maul you?
Strawin (2008-08-24)
Hehe, well I almost got the bastard, just a few thousands of his HP remaining, but when he lightsabercuts my knight for 3600+ damage in one slice, there is little I can do afterwards...

But I do confess I only play on easy mode (I'm more interested in the story than in artificially made "harder challenges"). ;)
Mark Pay (2008-08-26)
Thanks for the report Strawin. I will have this fixed in the next patch.

It was caused by a conflict between the monster recovery code and the code which prevents Batiste dying until he returns to his standing point. Fortunately I think that it was only able to occur in rare circumstances.

Your five favorite songs
Brickman

Brickman (2008-08-24)
Simple, really. There ought to be a topic. Since it'd be madness trying to pick just one, pick the five songs you liked best from the game. Samples of all with their names are at this link from the music topic.

Mine:

"Finale and a Lost Dream"--Definitely the best song in the game, without peer. There's no topping it.

"Adjanti Warcry"--Strong contender for the most epic, most action-packed battle theme in the game, performing one half of chapter 8's battles. That was a good chapter for music in general, with the exception of the "Hell Hath no Heart".

"Out on the Town"--Chapter 5's happy music is really fun to listen to.

"Medea's Final Conflict"--No list would be complete without the game's final boss music, and this game's no exception. Final cry doesn't make the cut because the battle should be half over before you get to the good stuff.

"Not the Penny Arcade"--So much tension in this one it's practically scary. Does a good job of invoking action without forgetting that you're supposed to be feeling bad about what happened (as opposed to the chapter's boss, where you can easily completely forget for a few minutes that this is supposed to be a sad point in the game).


Honorable mention goes to the credits music (which is good enough to justify watching the credits! Or at least running the credits while you do something else in another window), "On Our Way... Aren't We?" (just for screwing with our expectations by darkening the very victory music to suit the chapter's tone), "Confrontation at the Mind's Core" (which really gave off the impression of someone taunting you), and "Fighting the Inner Mind" (simply because the moment you hear it it invokes the same feeling that hearing the title music pop up as stage music invokes--namely, that this is it, you're nearing the finale and it's gonna be epic. Also, it felt oddly familiar even the first time I heard it).

Anyways, that's mine. What were your favorites?

knpmaster's endgame stats
knpmaster

knpmaster (2008-08-24)
http://www.thegamespage.com/staff/knp/tse2_end.png

Just beat the final boss... words cannot describe how much I enjoyed this game, and how much longer I wish the game was. Overall this was one awesome game, with one hell of a soundtrack. Great job! I was looking forward to this game for a long while, and I was not disappointed.

Now to tackle the harder difficulties...

----------

I really wish that after you beat the game, you could start back at the beginning with all your stats and equip and play through it again, however all the monsters and bosses would have higher levels as if the game left off there. Maybe all the stores would also have lots better items. I think it would add to the experience and fun to be able to bash through the game again with leet gear vs. higher level enemies.

----------

ALSO! you should really have a save confirm message, cause I just accidentally saved over my file with a different file.
Brickman (2008-08-24)
New game plus sounds cool in theory, but he'd have to design a whole bunch of new items and it'd sort of cheapen the existing high-end items and their replacements. Only time I can imagine wanting save confirmation is if you're using glidepoint, and even then I'm yet to make a mistake.
Mark Pay (2008-08-26)
Thanks for the feedback knpmaster!

I like the idea of replaying at higher levels in theory. I was crazy for Diablo II (hardcore!) where the concept was well implemented.

In practise however it is a balancing nightmare. Not only do you effectively have 2 new games, but they have to run in sequence.
The game in its current state is the result of several years of careful tweaking and I still feel that balance becomes tenuous in the final two chapters where the variables in skill allotment and equipment become so large. The skill system was also designed from the start for a level 90 cap.

In the levelling treadmill that is core to so many RPGs ( including TSE2 ) the sense of progression is mostly artifical. A +1 sword becomes meaningless when all the rats you are clobbering gain +1 armour to nullify it. But balancing those numbers just for one instance of the game remains a difficult and extremely time consuming task. Theory and formulae will only carry you so far and eventually you just have to sit down and expend man-years testing manually. x_x

On save confirmation, I agree in principal. I am cautious about such prompts though - I sometimes think that when used too frequently, they waste more of the player's time than they save. I will give it some thought.

Thanks again! :D

Bug at one of the beginning tutorials
Strawin

Strawin (2008-08-24)
It's the second time this happened to me.

After I press the button to close the tutorial (see pic) ...

http://games.playstar.si/temp/tse2-bug2-1.png

... and immediately go with the mouse to the far right as to make them run, they stop and continue running in place. And there is nothing I can click anymore.

http://games.playstar.si/temp/tse2-bug2.png

They are standing still in the screenshot, though (after I switched back to the game, from my browser), but the dust clouds continue to appear. (PyanPau behind tree.) And I can't click on anything.

Edit: this is how I can reproduce the bug: after clicking on Finish Tutorial. I make them go right with the mouse and quickly move the mouse to the rightmost position as to make them run. This way they stop at the tree and continue running in place.
Mark Pay (2008-08-26)
Thanks for making such a detailed report.
This was caused by the running code added in the first patch. :( I will have it fixed for the next patch, but I am not sure yet whather other instances may occur. The movement code is unfortunately rather complicated for what may seem like a simple piece of functionality.

Game speed shortcuts
Strawin

Strawin (2008-08-24)
I'm sorry but wasn't there a next-patch-suggestion-thread or did I just dream about it? :)

So I wasn't quite sure where to put this.

I'd like to see keyboard shortcuts for the various game speeds. Right now there is only "Toggle Battle Pause" which is defaulted to "none".

Something like in The Sims, where "tilde" is pause, "1" is slow, then "2" and "3". Because when I'm waiting for a character or enemy to make their move I like to speed things up, to get to the point faster, but it's a bit cumbersome doing it with the mouse alone.
Mark Pay (2008-08-26)
This is a good idea. There are some keyboard shortcuts that are not currently very useful which could be used for this instead. Unfortunately `,1,2,3 are already used as defaults for other functions.

The "none" key binding is an unfortunate bug with the keyboard extension code that makes key bindings possible and is beyond my power to fix. 'none' actually refers to the ` key there.
TwiTerror (2008-08-26)
I may suggest 9, 0, -, and +
ADmiral-tse (2008-08-27)
I may suggest keyboard layout neutral bindings. Not everyone has the same keys everywhere.

For inspiration: [url]http://upload.wikimedia.org/wikipedia/commons/thumb/3/36/KB_Germany.svg/800px-KB_Germany.svg.png
Please also note the position of Y and Z. I absolutely can't stand it when a platformer sets jump/shoot/whatever to Y and X and will not let me change it. :lol:
Mark Pay (2008-08-29)
Thanks for raising the issue of keyboard layouts ADmiral. Creating a key set that remains consistent and efficient across multiple layouts is difficult and in some cases not possible.

The key bindings in TSE2 can be changed from the Options section of the main menu if necessary.

Illusionary Master Kenyate's chi sheild doesn't work
Brickman

Brickman (2008-08-25)
http://img59.imageshack.us/img59/1512/brokenchilm2.jpg

I noticed something wrong when I found trick completely ignoring the sheild, and a quick check showed all three priest attacks did so (note that I had items which give bonus magic and ethereal damage equipped, the magic because it was coupled with concussive and the ethereal because I remembered how hard enshadu had it and wanted to give him the life drain ring). When I thought to hover over him, I found that his chi was listed as -1, the "does not recharge/exist" flag value (interestingly, the other two had "0", even though I KNOW I saw -1 elsewhere in the game). I'm sort of curious how he still has 2576 above his head though. . .

Anyways, this made the battle much easier than it should have been, as PyanPau was able to win by brute force with a large margin even after stopping to heal his allies twice. Course, the fact that Kayate only makes one strike rather than Enshadu's two also helped, and between that and the fact that Enshadu doesn't GET trick I think PyanPau has a much easier time here (or maybe Enshadu just got a really, really short stick).
FurryRage (2008-08-25)
I got the same bug with enshadu.
Brickman (2008-08-26)
So it is. I didn't even notice, because having all my points in wrath anyways I just assumed the shield would work and tried to use magic damage.
Mark Pay (2008-08-26)
Thanks for the report. I had a variable misplaced here which should have caused the chi code on this level to fail entirely. Somehow it continued to work for much of the time.

Chapter 9 battlefield
FurryRage

FurryRage (2008-08-26)
If you use Hold the Line and are defeated, the riflemen will be revived and celebrate with the ennemy soldiers.
Arent they supposed to be at war?
Mark Pay (2008-08-26)
Yes they are. I'll get this fixed.

minor running glitch with Darak
FurryRage

FurryRage (2008-08-26)
When you start running without walking first, Darak is shaking a lot.
If you walk, then run, he moves fine. Also, if you walk, then stop, then run, darak moves fine too.

It only happen if you run directly when entering a new location or after you load a save, without walking first. Once you've walked, even for only a step, Darak won't shake again for the whole "level" (location, not chapter).

It's really a very minor glitch, and it's not that important but I wanted to tell about it ^^
Also, there's no difference if you run with mouse or ctrl key, either way, he'll shake if you run directly without walking a little at first.
Mark Pay (2008-08-27)
I know, he's been like that for a long time now. :( I'm concerned about changing his movement code, but I do have it on my list.

Praise when praise is due
Bluegrass

Bluegrass (2008-08-26)
I feel really awkward doing this but sometimes you just can't avoid it. I'm taking advantage of the ecstatic schoolgirl moment after finishing the game with my first party to write this thank you post, which is rare for me, but there are works such as this wonderful gem that just prompts you to do it, even if it makes all the red lights in your lurker mentality flash.

I used to visit this site on a non-regular basis just to check out if the second installment of the game would come out. I seriously doubted it would, given that indie game developers often don't have the time, money, support, dedication or whatnot to finish their projects. Man, have I been proved me wrong, I never felt happier to have my skeptical expectations shattered.

Well, so it came out and I rushed for my credit card to buy it just to realize I didn't finish the first one due to its somewhat frustrating difficulty. I fired it up and finished it in record time (and with three party combinations, no less) and thought it was actually quite easier this time around, albeit with some frustrating moments (Duente's manor comes to mind).

I then proceeded to buy the game and run it and wow, it was a sight to behold, it was an amazing improvement over each and every aspect of the first one. The backgrounds were even more detailed, the characters too (and with more animation frames to boot), the story and setting seemed much, much more concise, the combat and skill systems blew me away with the possibilities, the music just didn't seem to be the work of only one guy. I was, officially, in awe.

I just finished my first playthrough (with Ionae (I'm in love with her btw), Ferwin and Enshadu (definitely my favorite tse character ever)) and have only minor gripes with it, namely:

- Its length. Yeah, you knew this was coming, when a game feels great like this, no matter how many hours you put into it, it just feels it needed more, but alas, all good things must come to an end.

-Some parts of it felt rushed, namely the three characters' story arc endings. IMNSHO they could have been detailed further, as they all go *BOOM* (NPCs pop up from nowhere) "Hi! here's the plot device you need to fulfill your role in this saga, kthxbai!" I realy thought they deserved better (Enshadu especially). Same goes for the very last scene which just left a funny taste in my mouth. I mean, it's not because it's open ended (which I prefer over happy/tragic endings) it's because it's plain anti-climatic after the conclusion of the fight with Batiste, and made me go "eh, ok, I didn't really need that scene, but whatever"

-Itemization somewhat bothered me in that it didn't reward my playstyle. I like to tailor characters' skills based on their personalities and go from there. In the end I had to replace lots of equipment that was just plain better, giving up the bonuses to the skills I cherished so much. I understand that the nature of the skill system is vastly more flexible than the original and that I should have taken more advantage of it, but I'm one of those people that like to make the rules work for me rather than the other way around, and managed to beat it anyway. I'd love to see some custom equipment editor but I can see why this would be a balancing nightmare.

And that's it, everything else was pure joy. The characters are very complex and believable, and you managed to dupe most of my expectations regarding plot and character motivations (It was funny trying to figure Batiste out, for example. I was all like:"oh no, not another clichéd machiavelic nihilistic villain" to "ok, he'll go all Ozymandias on me" to finally understanding that deep within, he was hurt beyond repair. It was a very satisfying experience). You did a wonderful job dodging the clichés and only used archetypes for what they are worth: ideal expressions of human hopes, doubts, flaws and qualities and went from there.

And there you have it, all in all a game that stands on its own and, besides from cutting edge 3d-10-texture-pass graphics it's much more unique and professional than all those warcraft clones we are so tired to explore hoping they will innovate somehow and becoming ultimately disappointed. Sorry about the wall of text and abusive use of parenthesis, it's a consequence of a brief nerd groupie moment. Thank you very much!

Brazil loves TSE (well, at least one of them does :P )!!!
Mark Pay (2008-08-27)
Thank-you Bluegrass! I am humbled that both yourself and others have felt positive enough about the game upon completing it to share their thoughts in such lengthy posts.
It has also been very rewarding to see interest in the game from non-English speaking countries, especially given how much text there is a game like TSE2.
So hello to Brazil! I know that the games market around the world can be very different to what we assume to be the norm in Western Europe and the US and I appreciate your support.

Enshadu's ending is anticlimatic, I agree. His side-story wrote itself into a situation that would have been difficult to resolve in a more satisfyingly dramatic fashion without a lot of work. It was written this way from the start and by the end of development I was exhausted enough to be glad of this earlier decision.
Ionae's arc I didn't really see as ending during the game. Her Chapter 7 scene was intended more as a confirmation of her origins than a conclusion of her development. ( and what a difficult scene that was to implement too! )
Ferwin's arc is very traditional and straightforward. Although I fear he will be considered 'boring', I was happy with the wedding scene and the subsequent change to the combat in Chapter 7. I decided that bringing Marie through the rest of the game and providing additional character insight would have required too much work.

The final ending was difficult. Though I knew it would disappoint for some, I could think of no more appropriate note to end the game on. I think it's reception may depend much on the mood of the player after the final battle. I don't really know though! I certainly don't regret it, and I adore the music that Josh wrote.

I do intend to eventually release the editors for dialogue first to allow translation, followed by the editors for items, skills and miscellaneous other data.

Trying to avoid cliches in the story was sometimes difficult, because some tropes are commonly used for a reason - they're really good dramatic devices! I'm glad that you were satisfied with the characterisations, because a story is rarely better than its actors.

Thank-you again! :D
AlienVibe (2008-09-09)
Bluegrass, thank you for opening this topic - so I can use it for also saying thanks to you, Mark :D
TSE 2 is a great game considering everything - the plot, the characters, the graphics, the music (here thanks to you, Josh :D ) , the dialogues ...

For me the adventure began with buying it - bmt micro was a very friendly help at my side in the struggle with my computer problems. Now I'm in chapter 6 (I am an unexperienced player - this game is the third of it's kind I'm doing at all, and I don't have much time to play), just got over the Bitten Breading Fields and looking forward to what will come.

As another player from a not English speaking country I have to say that there is'nt any problem with the text - it is as interesting as everything in the game, and for any difficulty I've got a dictionary (that I used two times up to now).
Something special I like very much both in TSE1 and 2 is the sense of humor shining through - as calling a country 'mango republic' or giving this real big blunt monster in TSE2 the same name as the most primitive weapon in TSE1 ...

You see, I'm really content :D - and hope there will be a part 3, some time :D

Another Feedback Topic
FurryRage

FurryRage (2008-08-27)
http://img520.imageshack.us/img520/8606/spiritengineharddo1.jpg

Here

My final stats ^^

I finally finished it, I took my time, And seriously it was quite frustrating at some passages (ice creatures who dive and hit everybody with iceeni's freezing you... and also chapter 7 and 8 where I got most of my deaths, around 80% of my death number where against ennemies in these 2 chapters... for the rest 10% of bosses and 10% of other chapter ennemies).

Also I was really surprised when I got my endgame stats, because I was "near" the stats of some normal players, while I thought I would get crapy stats like 600 deaths or more (I sent at least 15 or 20 times my party to death just out of pure frustration in nearly each place of chapter 7 and 8 due to incredibly hard ennemies. I needed it to calm myself and go on with planing how to pass them, but most of the time I just won out of pure luck when I started to get desperate, or I battled each time without encountering the particular type of ennemy who gave me problems, particularly serpents for chapter 7, the ice rocks which go with iceenis, and electric fish + disapearing ghosts for chapter 8)

Anyway, I thought I'd never do it, but here it is, finished.
I'm really happy about the game, it's GREAT!
I loved the story, and I really can't wait to do it with the 6 other characters to see their own stories.
Also, I loved the realism with which you treated the emotional part of the different PC and NPC.
The story, though not entirely revealed, is great too, I really enjoyed it and I hoped it would be longer and bigger, because I just can't imagine that there will never be a sequel -_-

Also, I found the last bosses (Ick thelloth and batiste) really easy compared to some of the fights against normal ennemies. Ick thalloth was made harder by sending damages back to a character, but you just had to wait for him to target knight to heal with him and attack with the others, while defending the rest of the time.

It was kinda the same for baptiste, I spent like 15 minutes to beat him (well, ok, maybe only 10) by just having my musketeer spawning mass smokescreen, puting it in front, having my priest heal, and sending my knight continualy with charge + hack.

Well most of the time anyway, I did it for each form except the metal one where I had to target it with swordfaith (150 damages only, but i got him, I was not in a hurry ^^)

That way, I found them way easier than most of the normal ennemies, which require way more micro management. (I really think the ennemies I described higher are way harder than the last bosses)

Anyway, the game was fun, even for the frustrating part, And the only thing that kept me from abandoning and starting back in normal mode was because of the story, I really wanted to know, And I didn't wanted to wait to repass every chapter for it. The story is clearly the best part in the game in my opinion.

I really want a sequel now

I didn't thought TSE1 was worth a sequel, since the story was pretty good as it was, but TSE2 story NEEDS one so we can know what happen after, like many others, I really want to ^^

Also, I haven't read the characters diary, and on my next try (on normal ^^ I got enough frustration as it is, I just want enjoy the story on my next try) I'll probably take a close look at the diaries, since I probably missed a lot of the characters "particularities" by not reading them.

Well, great game, totally worth the price, I enjoyed it a lot, and I'll probably continue to for a while ^^
Brickman (2008-08-27)
The death counter, sadly, doesn't count game over, only deaths you're able to save after.

I agree that, especially during my (nearly-complete) hard run, the regular enemies near the end of the game are much more brutal than the bosses. I died dozens of times at the hands of the myriad nasty enemies filling chapter eight (as well as earlier chapters; five had a bunch of very nasty unique enemies, six was already discussed by the OP, seven was a stretch even when I got good opponents with the exception of the very fun mimic section, eight is a nightmare, and nine is no cakewalk either; embarassingly, I actually had a few deaths in chapter two during my hard run, although chapter three was full of pushovers) to the point where I'm not convinced that luck wasn't a factor in traversing the engineering breach, while I trounced most bosses on the first or second try. I think it's because while the bosses last a lot longer, the regular enemies produce three powerful attacks per "round" and regenerate (and sometimes ALL heal themselves simultaneously), while the bosses generally produce one (exceptions exist, of course); the hardest-to-injure enemies are also all regulars (faith armor, that ice snake, jester, mourmodons, riflemen in the last chapter, anyone who hides behind allies especially if they rotate when wounded, lots of powerful self-healers and every chi shield in the game save the illusions which don't work). Bosses never have more than 20% resistance to anything but ethereal (and NEVER have other immunities) and their armor, even when high enough to reward assist skills, is never high enough to actually stop attacks. The only boss who I ever had trouble injuring was Urtat Underval, who is optional and whose offense is pathetic by comparison. It's kinda ironic, considering that in the first game if you didn't specifically choose skills which would be effective against bosses you couldn't beat some of the later ones.

It helps, though, that the enemies are often fleshed out just as much as the bosses and because of the game's style in some places the line's almost hard to draw (for instance, is the end of chapter five a boss or regular? The spiders in the Maw? That timed defensive battle at the end of chapter two? Many bosses are flanked by unique minions, what do you call those?), though not as much as the first game (the high point there being that one battle with Peter/Clara/Whatshisname solo versus a normal enemy from the next area and a toned-down normal enemy from the area after that; also the palace area in chapter three that can only be fought once and the sham-tiki timed battle). The fun part about these games is that you are always introducing new and unqiue temporary mechanics, be they strange enemy abilities, enemies you only ever fight once, those frustrating room effects like enclosed space, allies who stand behind you for extra firepower, time limits, or just inventive and unique boss battles like the illusions or Ick Thelloth. It just works even better in this one, where in addition to having more time to explore even more possibilities you've armed the players with a variety of non-interchangable abilities and items which puts the first to shame.
FurryRage (2008-08-27)
"The fun part about these games is that you are always introducing new and unqiue temporary mechanics, be they strange enemy abilities, enemies you only ever fight once, those frustrating room effects like enclosed space, allies who stand behind you for extra firepower, time limits, or just inventive and unique boss battles like the illusions or Ick Thelloth. It just works even better in this one, where in addition to having more time to explore even more possibilities you've armed the players with a variety of non-interchangable abilities and items which puts the first to shame."

Yup, I totally loved that ^^
It was surprising to see as much variations in the battles as there is.

Also for the jester, having random damage is fine, but REALLY, 70% dodge PLUS ability to do absolute damage? nonsense... at least don't let them do absolute damage -_-
I hated them too.
Mark Pay (2008-08-27)
Congratulations on completing the game on Hard,Locked FurryRage! Thanks for making this post too and I'm glad that you enjoyed the game.

Jesters used to have 75% dodge, but that was just far too annoying and the 5% made quite a difference. I think they have my favourite death animation, to partly compensate for the difficulty of killing them. ;)

I agree with Brickman that regular battles can frequently be harder than the boss battles. The distinction between them often has more to do with narrative framing than the fight itself.

Throughout Chapter 9 I tended to make the battles slightly easier on average, knowing that players could not go back and level up without reloading a save game. It really sucks to get to the end of any game and find the final stages so annoyingly difficult that you give up and never finish.

Ick Thelloth turned out to be more of a test of patience. Towards the end I was tweaking him to do more direct damage and less feedback damage. He is fairly easy if you play him slowly and carefully.

The diaries, due to the lack of space and the difficulty of writing them, became more functional than I would have liked, especially where multiple quests are available and several entries need to fit onto one screen. There are some character insights in them, but not as many as I would have liked.

At the moment I don't have plans to continue the story on from the end of the game. But that is part of the fun of open endings - the door is never closed! :D
FurryRage (2008-08-27)
I'll quote patch 1.2
"Additions:
---------------
- Targeted assistant skills can now be given a target from the radial popup menu."


Thank you very much ^^

That should provide me with extra possibilities during battle, I haven't made more than one skill chain in the entire game, changing it whenever it was needed and only using it against repetitive battle.

Usually, since you don't even know what strategy to adopt, and since you can't change skill chain while in battle, I used them rarely and Go for either mass spaming of a single skill or micro managing all along (depending on easy/hard fights)

Being able to use target assistant with the radial menu will be a lot of help ^^
I wish we had it earlier so I wouldn't have spent so much time on some pretty annoying battles. (Just you try and make a chain to enpowder your priest strike when you need healing here and there and using smokescreen depending of the situation... you just can't -_- )

P.S. Oh, and even if I got batiste on first try and found him pretty easy (even if long), I really liked his different transformations and the different strategy to beat him which come with them.

And like Brickman said, every boss or so is unique and that's good enough, since even if they are easier than mere ennemies sometimes, they propose you a battle that never require any luck but only patience and planning. I wish the normal monsters were more like that...
Brickman (2008-08-27)
Err, you can always swap out chains during battle--right click on a chain and you'll get the whole list of available chains to choose from. All you had to do is, as soon as you learned the skill, go to the chain menu and make three chains saying, say, "Bless Ionae, Bless PyanPau, Bless Denever" and have each one be what it says. Course, that's not to say I didn't accidentally use the radial menu to waste an enpowder once or twice.

I personally liked the diaries; although they possibly could've done more for the characterization, they were pretty good as-is.

As for Jesters, black bullet is definitely the way to go. Thunderstrike might speed things up if you're getting antsy, though (it was annoying how they were exta-fortified-against-wrath-totally-immune to magic damage though, aka my treasured lucky shot. Rouletta was a waste of coins; the animated sludge and the spiders are more or less the only enemies left in the game at that point who you'll be using primarily lucky shot against, and if I hadn't bought it I could've bought a new gun near the end)
FurryRage (2008-08-27)
I hadn't bought a lot of items knowing that I'll need the gold for later, and I was right.

I bought everything I could in chapters 8 and 9, and at chapter 9 I ended short of 1000 gold, thus I didn't take a small amulet (but I still took the meteor one, really useful, but I only had a few coins left after that, around 50).

Anyway, I don't know how you could beat the final chapters if you spent your money on early items O_O
I think it's not even possible if you don't buy at least the best weapons and armors at chapter 8/9
Brickman (2008-08-27)
Well, first off, a lot of valuable items are found for free. For instance, if you can't afford the Grim Harvest for sale in chapter eight, the Aulder Plate you find lying around makes a pretty decent substitute, and the ambassador's robes are pretty good armor for your rifleman or priest even in the presence of other options. Not all the best items are right at the end though. I basically went through and bought any item that granted a large enough boost to skills I used a lot, relative to items I already had--I had one priest tome for heal/aura and one for attacking, a gunbelt for piercing attacks, magic bullet and defense (though the defense one was a joke by the end of the game), and armors for my warrior emphasizing different skills. The Juggernaught armor from chapter 7 gives a whopping 43 damage per hit bonus to thunderstrike while still providing good armor, though that too in retrospect is probably not as good as aulder plate for west ascension. If you buy as you go along, though, generally you won't do too badly as long as you're willing to pick and choose, and you do NOT need all the items available in longreach at the end (the two big weapons, the titan's hammer, the ring of skyfury and Jan's last sermon should do it). What I can't imagine is finishing chapter 8 without my items from chapters 6 and 7. Sure, I had to give up the cannon at the end, but it was worth it.

I'm stuck in the Bitten Breeding Fields.
Basilisk

Basilisk (2008-08-27)
I just finished fighting Cristoff and am having a lot of trouble making my way up the mountain. I can get past the first couple of battles alright, but then I run into a group of two of those frozen stone things and another monster.

What was your strategy for this area? Right now I'm using the default party of Mericious, Ferwin, and Grace.
Brickman (2008-08-27)
If I recall, lucky shot/thunderstrike are pretty effective against them, because you can break the sheild without wasting a whole attack (in fact you can break two sheilds and lightly damage the guy in the middle). I also seem to recall that I seemed to be doing some damage and breaking the sheild at the same time with some attacks; maybe the sheild doesn't work on magic damage? Or maybe my imagination's overactive.

Anyways, while those are probably the most effective, explosive shot might also be a good choice (especially if the statue's in the second row), and hack also works (the second swing deals damage). Since I was already using lucky shot to hurt the iceeni and the snake enemies, I had no problem with the statue enemies (it was the iceeni, the snakes and especially the burrowing enemies that got me). If you're mainly having problems with pairs of the statue enemy, it might be smart to use even an unleveled area-of-effect attack but waiting until they've both got sheilds up (letting your other guys store up energy and/or assist skills), though that may not be feasible during the last leg of the climb (on the other hand, it's not like you're losing attacks, just putting them off).
Mark Pay (2008-08-27)
As Brickman says, multi-hit skills are the best way to avoid wasting too much damage on the Blue Bittens. Even if you do not subsequently hit them with another skill, they will later expend energy to recreate their shield instead of attacking.

Aurora can also be useful here, combined with frequent party rotation, since they deal magical damage to the character at the back of the party.

Patch 1.02 candidate
Mark Pay

Mark Pay (2008-08-27)
I have finished work on the 1.02 patch and would be grateful to anyone who could install it, keep playing normally and let me know if anything unusual occurs.

As with 1.01, if you decide to install this new patch now, please make sure that you have your original installer and/or 1.01 directory backed up. Installing the patch will not affect your save games.

Link:
http://www.thespiritengine.com/Files/TSE2Patches/Patch-TSE2-101-to-102.exe


Change List for TSE-2 version 1.02
----------------------------------------------

Bug Fixes:
--------------
- Fixed an issue with two early bosses becoming untargetted if attacked whilst untargettable.
- Fixed an issue which caused some enemy attacks to hit multiple times whilst the game was paused.
- Fixed an issue which caused an enemy projectile to stop moving in Chapter 8.
- Fixed an issue which could cause an enemy at the end of Chapter 9 to revive.
- Fixed an incorrect calculation of enemy chi in a battle near the end of Chapter 8.
- Fixed an issue introduced in 1.01 which could cause movement problems at the start of the first level.
- Fixed some other miscellaneous minor issues and typos.

Additions:
---------------
- Targeted assistant skills can now be given a target from the radial popup menu.
Brickman (2008-08-27)
"An enemy at the end of Chapter 9"? You might as well just say "The final boss"; it's not like you'd be spoiling everyone's surprise by revealing that the game has a final boss.
Brickman (2008-08-29)
Sorry to dobulepost, I want these bugs seen.

http://img153.imageshack.us/img153/5638/2newbugsar9.jpg

First bug: After closing the lid to my laptop while the game was paused on the victory screen, and leaving it like that for a while, I came back to find my thunderstrikes and lucky shots instantly hit all enemies on screen as soon as they were used, rather than the normal delay as they move across the screen. I know I've closed my laptop on the game before without this so I think it's new. It only affected those two attacks, as far as I could see. Second, although the corners of the screen came back the game did not remove the "enclosed space" effect in time to fight the crone. I KNOW this is new, because I've fought her using swordfaith before.

Finally, and I forgot to take a screenshot of this, when fighting Silas Grouch and his goons, I tried to use smokescreen twice. The first time (I forget where Grace was standing) it rolled all the way off the screen without stopping or activating, and the second time (with grace in the middle) it rolled up to Ferwin and stopped right under his feet, functioning but hidden from sight by his sprite. I don't know if these are new or not.
Mark Pay (2008-08-29)
Thanks for the reports Brickman. I don't think these are the result of the 1.02 changes. I'll take a look at them.
epitts11 (2008-08-30)
The bug with Smokescreen that you described, Brickman, has happened to me prior to this update. It occurred for me when fighting the four Thugs at the docks or wherever in Porto Vale (At least I think that's where it was... I have a horrible memory) Anyway, when I tried to use Smokescreen in that battle, it would occasionally just roll off-screen and not activate. Could it be because there was more than 3 enemies?
Mark Pay (2008-08-30)
I'm fairly sure I know what's causing it.

epitss11 - did you delete your post about swordfaith in Chapter 8? I was looking at the code, scratching my head, when I realised it was caused by the environmental effect that causes 20% of single target ranged attacks to fail. Your post was gone when I came back here though.
epitts11 (2008-08-30)
Haha...... Yeah, I did. Because after playing some more, I realized the same thing! :P
Mark Pay (2008-08-31)
Okay, phew. :D Thanks for the report.
Brickman (2008-08-31)
As I said, I was unsure about the thug bug but I KNOW that the other two, especially the crone bug, were new to this version.
Mark Pay (2008-08-31)
I think that both were in version 1.00

The 'Enclosed Space' bug is thankfully just a visual issue - the level is still correctly tagged and Swordfaith and Highfire work.
I don't know why the 'Enclosed Space' inidcator isn't set to fade out any more, but I haven't touched that code since release.

The instant hit bug sounds like an issue with MMF2's internal timing system. Thunderstrike and Lucky Shot are almost the only events in the game that run off the clock instead of the main event loop. Perhaps the MMF2 runtime is going crazy running 'catch-up' timer events after being left idle for a long time. I'll see if I can replicate it here.

Tearful Shrine Travel Impasse
CGman

CGman (2008-08-27)
If, after seeing Elai and the Keeper vanish, you travel back through the previous locales instead of going straight to the town (which lights up, and I suspect therefore attracts most players, preventing anyone from noticing this bug), you eventually will find that you cannot get out of the Tearful Shrine on the opposite end. You get the mouse "X" icon by the exit sign instead, and have to turn around, leave the way you came in, and then click the town. This strikes me as a limitation left over from the very start of the world, but one meant to be lifted at this point.

[Disclaimer: I searched "Tearful Shrine" and came up with only the forum's music thread, so I think this bug has not yet been posted. Apologies if it has.]
TwiTerror (2008-08-28)
I believe this is a new one, thanks. There were some tutorial bugs that affected this location that have since been resolved I believe.
Mark Pay (2008-08-29)
This is a design oversight. I'll aim to correct it in the next patch.

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.

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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!

Which skills "fit" which characters?
Brickman

Brickman (2008-08-29)
Sparked by somoene mentioning in a feedback topic that they like giving everyone skills that match their personality, I got to thinking about which skills are the best fit for each character. And, well, thought it'd be a fun discussion topic. Ignore utility for the sake of this topic. Here's what I thought of:

Ferwin: Slay, Swordfaith, Brace, Fortify. This one's easy, as Ferwin is in love with the "knight in shining armor" concept.
Grace: Smokescreen, flashbang, enpowder. Her years of experience have left her cautious and not very eager to fight further.
PyanPau: Strike, Trick, Staggering Blow, Aurora. PyanPau definitely has the "bo-staff master" look and feel down pat. Aurora because it's also self-defense of a different kind, filling the gaps that the rest of his training can't, and seems like just the thing they'd teach at a fighting monk academy.
Ionae: I'm drawing a blank on anything besides black bullet. If you've played her at all, you know why.
Charlotte: Lucky shot and aimed shot. She's a true sharpshooter, and lucky shot just seems perfect for her personality otherwise.
Denever: Brace, Fortify, Recover. Battle-hardened, it's much easier to picture Denever defending himself and others than attacking.
Enshadu: Wrath, Sprite Summon, Party Heal. I can't really picture mysterious Enshadu using his staff for anything; if he's gonna attack, he's gonna use magic. Party heal seems just right for the guilt-ridden penitent as well.

Your thoughts? Any you disagree with or want to add? Any ideas for Ionae, Kaltos and Mericious (I'm completely at a loss with those three).
Mark Pay (2008-08-29)
Great topic Brickman! I agree with all of your choices.
The skill system does have the option to change specific skill strengths for characters, as in the first game, but I decided to leave them equal to give players a better choice.

A few more thoughts:

Kaltos - I think that Hack, Slay, Charge and Might would suit his temperament best.

Mericious - Damn and Wrath seem like appropriate choices. Possibly Bless too.

Ionae - Beyond Black Bullet, I'm also stuck for ideas. :/ I don't think that fighting suits her at all for most of the game.
TwiTerror (2008-08-29)
PyanPau was all Bless seeming for me (:
FurryRage (2008-08-30)
Great job, pretty accurate ^^

I think I'd change Enshadu'w Wrath for Bless
As for Ionae, make her use smokescreen and powder imps, she's scared to die ^^
ROD (2008-09-03)
cool topic!
It´s funny how you (or at least I)tend to certain skills depending on the character while avoiding others (sometimes even ignoring tactical facts).

For the first time I chose Denever, and I never used Hack, it just doesnt seem right for him.
But I don´t agree that he prefers the defensive skills, although he appears as a man who gets softer in the winter of his life, he is still a soldier to the bone who doesn´t hesitate to use his sword if there´s no other way.
I imagine he is the best knight for Thunderstrike and Swordfaith and even with Slay he is not less powerful than the other two, due to his enormous experience.
I like those aged characters! I´m looking forward to choosing Grace next time (couldn´t resist Enshadu meanwhile...)

Ionae: I agree with Black Bullet, but to me it also seems she likes High Fire-
I can imagine she likes to explore the "borderzones" of her somewhat limited abilities in this new and strange body. High Fire seems to be a sophisticated, almost artistic skill which she takes pleasure in bringing to perfection-
and Powder Imps (which is just such a beautiful skill, it wouldn´t be half as beautiful with another name like kinetic shield for example...)

PyanPau, Charlotte, Enshadu: I agree very much with Brickman (good work!)
YanPL-tse (2008-09-04)
Denever - Swordfaith, Fortify - theese two feel best for experienced man, who lived trough many battles.
For Ionae, i pick smokescreen. To remain mysterious, to separate herself from rest of the world.
Mericious - absent minded, librarian, lawfully aligned but quite chaotic in action, I'd go with sprite summon and Damn - he isn't strong enough to use his staff efficiently, moreover, he's like he got hit with couple staggering blows;). I imagine him having a book on summoning spiritual companion, and a book of curses.
Kaltos... Brace, Slay, Might...

As for Ferwin, considering he is young, brave and fierce, charge, thunderstrike and hack would be matching. They are all fast, dynamic... quite obvious pick for someone who avoids responsibility and delays important decisions.


Mericious is BTW one single char somehow related to many of TSE1 characters... Chaotic like pippa, librarian like eisford, appearance bit like Clementas... Plus, sometimes he's being bit grouchy like Clementas :D
PyanPau... he's a responsible and reasonable man on mission... which brings Matthieu and eisford around.
Enshadu - Samuel, for his "old guilts", lawfull alignement etc etc.
Ionae... Clara+Clementas. Angry, caring about her own problems.
Charlotte - bit of Edward, bit of Peter, bit of Zepher. Not likely to settle down soon, sympathetic person with adveture-full past.
Ferwin - like Peter, not willing do follow his family wishes. Good hearted like Edward, and has a girl who misses him.
Denever - wise, responsible, experienced. sorta like Matthieu.
Kaltos... reminds of Zepher in some ways.
I'm not sure what to write about Grace, she's somehow allways outta my party. I guess Eisford would match her.
Brickman (2008-09-04)
I don't think that TSE1's story was dark enough to actually support a character equivalent to Kaltos or Grace--the mercenary who lost his family by getting too far into an evil corporation, and the war hero who resigned after she saw how bad war was and in doing so became painted as alternately a hero or a traitor by everyone who recognizes her, when she just wants to leave it buried.
Naknakkus (2008-12-09)
Ionae - definitely Black Bullet!
Enshadu - Heal and wrath.
Ferwin - Thunderstrike and sword faith.

Perhaps the least important bug in the history of bugs
Brickman

Brickman (2008-08-30)
But a bug nonetheless.

http://img222.imageshack.us/img222/8971/tinybugtq1.jpg

It only occurs when you arrive in an area from the map, and as soon as you move it fixes itself. It occurs in town, when returning, when there's nothing at all that mandates returning as you start with the money for shops and there's a save point in the aulder ruins. This may be the only area in the game where you opened the door to this mistake with sloped ground by the edges. It's almost unnoticable, and has no effect on gameplay. And yet, it is still a bug (but don't go telling it what I said here, we don't wanna hurt its little bug feelings. If it asks, it's the biggest graphical bug in history).
Mark Pay (2008-08-30)
Curses! I fixed this early in development, but I must have switched off the code later. Thanks for reporting this, it should be an easy fix.

Minor Bug: Power Imps
Humble

Humble (2008-08-30)
Hi guys. Great game tse2 is. Bought it last week and now on my second playthrough (absurd level and locked). Not sure if this is a genuine error or intended but here goes:

I noticed that when a Power Imps is destroyed by an attack stronger than its health (e.g. health=200, attack=250) the Power Imps is destroyed (as expected) and the next Power Imps will be 50 health points less than it should be. Is this a bug or is it intended? I occasionally found it odd that the Power Imps isn't of full health when created.
Brickman (2008-08-30)
This is definitely intended as a balance feature. There are certain attacks late in the game that can deal upwards of 2000 damage in one blow (mostly suicide attacks, but the final boss has one that he'll use every round in his final form), and it'd be just silly if you could throw down a level 0 powder imps in front of every one to block it with no reprecussions; instead, if you block a suicide charge that would usually flatten the victim powder imps are "out" for the rest of the fight. Besides, otherwise the dominant strategy would be to throw one down the instant the previous one was destroyed and there would be no incentive to ever stack them.

Already, though, you can cheat on this effect with multi-hit melee attacks such as the tool shambler's--if it blocks the first hit and fades out it'll still block the second.
Mark Pay (2008-08-30)
Brickman is correct - for balance reasons Powder Imps can go below zero health when hit to stop them being too effective against certain attacks.

Thanks for the report - please let me know if you see any other behaviour you think may be unusual or unintuitive.
Brickman (2008-09-01)
"Thanks for the report - please let me know if you see any other behaviour you think may be unusual or unintuitive."

I've got one. If you use trick in Penny Lane in chapter 5, against an enemy who's been given a poison attack by the foul growths, the enemy will not inflict poison but will not lose it either; he'll just bite you and back off, pestilence still attached to him.

Endgame Reactions
epitts11

epitts11 (2008-08-31)
First of all to Mark Pay, I cannot believe that just one person created this game. In all honesty, this is one of the best games I've played in a long long time. A great number of games by professional, well-known companies with huge budgets and a huge staff are not even half as good as this masterpiece you have created. The game is challenging, the artwork is amazing (especially considering it was, again, just one person doing it), and the script was outstanding. The personality of each character was so unique, and you portrayed each character so well in every single dialogue. The story was great too! Enshadu's back story is definitely my favorite thus far. I simply cannot put into words how great this game is. The music was superb as well! Each tune fit the setting perfectly. The music in the fight with Batiste was so epic my head nearly exploded. :P Josh Whelchel, I thank you as well for the hard work you put into the game.

Chapter 8 was, by far, the most frustrating part of this whole game. And I was only playing on normal! :P The battles were all so unique as well. You couldn't pick just one skill to use over and over, and expect to just breeze by every enemy. You had to use a great deal of strategy, as well as make use of all the various skills. About the only skills that I never really found a use for were Staggering Blow and Flashbang. But, what's interesting as well is how some people will absolutely love using one skill, and others will hate it. The game is very well-balanced. It's clear that you put a lot of care into this game. Maybe that's why it's so good. The big game developers don't care about their games, but you made sure that every aspect was perfect before you released it. The product is truly amazing.

Anyway, the main point of this post is this. The game is excellent, and it's absolutely mind-blowing that just one person created it. I thank you for all of your hard work. I hope that it gets all the attention it deserves, and that you maybe make a nice sum of money off of it as well :D

At any rate, I'm off to play it again. :)

Endgame Stats:
http://img510.imageshack.us/img510/1510/endgamestatspx0.th.png
Mark Pay (2008-08-31)
Thank-you epitts11. I am slightly lost for words after such a kind review! I am so glad that you feel this way about the game.

I worked for 3 months in a larger games company this year. Whilst my experience of the industry remains limited, I do feel that small, independent teams are blessed with the freedom to focus more on small details and large risks instead of deadlines, target audiences and ticking QA boxes. Unfortunately you're 'freed' from a monthly salary for your work too. ;)

Josh's work on the soundtrack has been fantastic, and I am also most thankful to Jim Riley for his testing and feedback. He did a great deal in the year before release to help debug the game.

Flashbang and Staggering Blow seem to top the list of unpopular skills, so they may be due for some small buffs in a patch. They each have several positive effects, but perhaps none of them are strong enough to warrant using.
Brickman (2008-08-31)
I think flashbang just needs a longer stun duration. Against a full three enemies it will stun one of them for less than half a "round", which is more or less negligable unless you use it constantly, in which case the pathetic damage rears its head as you notice you're throwing away more turns than you're denying them. And against a boss it's obviously quite useless; 6 cycles? Really?

Staggering blow is kinda nebulous; I've actually considered using it, just never got around to it. I just noticed that it does piercing rather than concussive damage, as opposed to strike and trick; this is possibly a blessing if you're a priests-only party but otherwise a drawback, as your other two characters provide plenty of piercing damage but rely on your priest for the best single-targe concussive. You really ought to make its full effect clearer though: The game only tells you that it'll reduce attacks by that fixed number, not that fixed number plus 15% (which you only learn from the manual), not to mention the good damage modifier is only in the manual (same for flashbang). Actually, the whole skill looks a bit nicer when you really examine it in the manual than it did before, except the damage type. Also, I should note the manual has a minus in the damage where there should be a plus. If you wanted to make a change it, though, I'd make it work on a 40 cycle duration rather than the next attack, as it's currently useless against anyone who makes multiple hits per attack (such as tool shamblers and cloud spawn, or almost anyone with a magic attack that hits the front party member).

targetted friendly attacks?
dustingunn

dustingunn (2008-08-31)
I can't see anywhere in the manual how to target friendly attacks like "bless"
epitts11 (2008-08-31)
In version 1.01 (the version you get when you download the game), you can only target friendly skills through skill chains (When you place them in a chain, it asks you who you want it to target). That worked fine for me most of the game. I just had two Enpowder chains for Charlotte, one for Enshadu and one for Kaltos, and two Bless chains for Enshadu, one for Charlotte and one for Kaltos.

However, if you decide to try out patch 1.02, when you select a targeted friendly skill from the radial menu, you can then click on who to use it on. You can find that here. Note that the way I described before will still work, as well.

But, as Mark said in that thread, make sure you have the original installer and/or 1.01 directory backed up before you decide to update with this patch, just in case something doesn't work.
Mark Pay (2008-08-31)
Thanks for your help epitts11 :D

Patch 1.02 doesn't seem to have any specific issues, so I will probably make it a public release tomorrow.

Unanswered Questions of TSE2
CGman

CGman (2008-08-31)
I noticed several open-ended mysteries craftily left unanswered at the close of TSE2. Do I hear sequel, anyone?

1. Where do the musketeer characters get all those handy barrels of smokescreen? (Possibility: From the same place the party keeps their food.)

2. How did Jacques survive: (a) the jump off the cliff, (b) the Porto Vale apocalypse, and (c) so many cigarettes? (Possibility: he's Jacques, idiot.)

3. What happened to Clays 1 through 12? (Possibility: Commissioned for their own spin-off game - Tremor 5)

Clearly, Mark has left the door open for a fascinating followup to TSE2.

Add your own, folks!
Brickman (2008-08-31)
1. The smokescreen comes from hammerspace, obviously.

2. Jacques probably had a parachute or rope or something up his sleeve when jumping off the cliff, and probably hid just like the party in Porto Vale (he just locked himself in another bunker from the inside rather than outside; not the same one, obviously, since the party would've killed him). Smoking takes a while to kill you, usually longer than being a spy does.

3. That's the interesting question. I'm guessing they weren't working properly after all those years, like the identical robot which attacked the party in chapter 2 (when it should, logically, have acted servile to Isabelle, like Scratchy near the end). Either they'd deteriorated until they couldn't function, rust had claimed enough of their circuitry to drive them insane, or they'd been destroyed in the fighting during the storm (perhaps trying to defend against the Rakari; being immune to mind-control and autonomous, they'd have been conscripted to fight once humanity realized what the Rakari could do.
CGman (2008-08-31)
I like my answer to (3) better.

Regarding Hammerspace, it should be noted that wikipedia asserts that it pertains to
"the physical dimension that characters reach into to pull out very large mallets, or other objects, to hit other characters on the head. The main difference is that "hammerspace" is used in reference to animation and other fiction in which the viewer or reader does not participate."
Apparently, the correct term for our purposes is "magic satchel".
Mark Pay (2008-08-31)
1 - They come in pocket-size capsules that inflate when you add water.

2a - I always pictured him plummeting almost to the bottom before unfurling a large parachute with the Yaegaran flag on it. Like Roger Moore before the credits of 'The Spy who loved Me'.
Brickman's rope idea sounds more plausible though.
I like the idea of him just hanging there, irritably waiting for the party to stop talking and leave whilst freezing to death in his suit.

2b - He was supposed to hide in the bunker directly next door. But awkward level design left the door for it looking like the first door left open and animating him using it seemed like a nuisance. So he walks out. :(

2c - See Brickman's answer again. :) I hope Yaegara has/had a good health service, because in 20 years time he's going to need it.

3 - Clay 13 probably just has the number 13 written on him somewhere and was found alone. Again, I like Brickman's idea though.

Whilst a sequel is not planned, a prequel expansion pack will probably be required to tie up these pressing loose ends.

4 - Why do they complain about the cold but not put any extra clothes on in Chapter 6? ( thermal underwear? )

5 - Exactly how do Batiste and company manage to avoid the Rakari so well? ( maybe they bought good quality tinfoil hats from Surplus Sam )

6 - How does Enshadu wash and shave? Does he? o_O
Nillo (2008-09-02)
I have a question: What are the Spirals? It is mentioned that Artie in the Trader's Station went there and came back knowing about the plans of the Rakari (or at least vaguely).
Mark Pay (2008-09-02)
It was intended to be a rather strange and shunned area in Lereftain that most people avoided. Presumably there were some unusual Aulder ruins there, or some strange creatures resident.

I put together a map to try and maintain some geographical consistency, that ended up being used for the Chapter intros. I've put the full version up here:

http://www.thespiritengine.com/Images/WorldMap.png

The Spirals are in the center-South.
Brickman (2008-09-02)
What is located in the other two aulder ruins that the third party member mentions when you first visit the one we see, or for that matter the ones you just mentioned?
YanPL-tse (2008-09-02)
6 - does he have to? What about ancient mummification materials - like bandages dipped in some "believed-to-be-magic" liquid? Or, maybe some awful parasites feed on his beard/moustache, all dirt getting beneath bandage, or even, whole his body. I believe it'd be better if this one was left alone with his mysteries.
Brickman (2008-09-02)
If he never, ever removes the bandages, and they were applied thoroughly enough, nothing should get past them. However, stuff should still sneak in his mask, but maybe as long as he doesn't use a mirror or let anyone including himself see his face he can remove it. Or maybe he never washes his face; noone sees it.

Here's just hoping that when he finally removes his bandages as the epilogue implies he will he doesn't find that his skin has all atrophied and turned a disturbing color and stuff.
TwiTerror (2008-09-02)
I heard Chuck Norris is hiding underneath those robes.
ROD (2008-09-03)
"I heard Chuck Norris is hiding underneath those robes." :lol:
then he must have grown up at last
YanPL-tse (2008-09-04)
"I heard Chuck Norris is hiding underneath those robes."that would explain why doesn't enshadu shave - nothing is sharp enough...
Mark Pay (2008-09-04)
"What is located in the other two aulder ruins that the third party member mentions when you first visit the one we see, or for that matter the ones you just mentioned?"

I didn't really give it any thought. Something weird and interesting, hopefully. :)
Brickman (2008-09-04)
Fuel for a sequel, that's what.

Maybe?
FurryRage (2008-09-05)
"What is located in the other two aulder ruins that the third party member mentions when you first visit the one we see, or for that matter the ones you just mentioned?"

Isn't one of the two other the one you find in chapter 8?
When you visit the first aulder ruins, he spoke of one in a forest near a river and I don't remember the name but I'm pretty sure it's the same name as the forest where you land in chapter 8, so it's supposed to be the same ruin.

Thus, it only leaves us with one unexplored ruin
Brickman (2008-09-05)
No, I think he said they were both far away, and more importantly said that he hadn't expected the second one where it was; he was as surprised that noone had found it yet as you or me. Also, that was in the Great Plains.

Hmm, new question. Why did noone find the Adjanti ship?
Hempuli (2009-01-25)
Hmm, maybe the Rakari brainwashed everyone that went near it, since, they feared that someone could obtain information from the past?

I remember that the other Aulder ruin mentioned was some sort of a wall/bridge, so I guess it can't mean the spaceship.
GiB (2009-01-28)
"Why did noone find the Adjanti ship?"
Actually, in the first level of the Adjanti ship, there are two skeletons of priests.May be everyone who has found the ship, has entered it and never returned.

Ferwin in Huntingden, *Light shakey-ness, battle system bugs
blindvisionary

blindvisionary (2008-08-31)
There doesn't seem to be a standardized form for subject=bug yet, so I'm not sure whether this has been reported.

Full party: Ionae, Ferwin, Enshadu

In Huntingden, with Ferwin, when *(cough cough) joins the party, the battle system death check fails. All four of my party members died, and the game continued until they revived. No other discrepancies occurred, and the enemies died normally. I tested it again - on purpose! - and the same thing happened. I feel it's due to the fact that *(the extra party member) probably steals some code from the other extra party member - the little girl.

Another thing I noticed is that the pause button doesn't fully pause the battle sometimes. One problem was that animations (on non-physical objects) would continue animating. Most notably the vampire bats and the small effect-rocks in the last boss. Another was the sound effects - they would continue playing while the battle was paused, and then unpausing would finish the animations without their "oomph". The longer the sound effect was, the more noticable the quiet was - possible solutions would be to split the sounds into smaller sections, or pause playback of sound effects until the battle was resumed. Keeping the music going was great, though!

Overall, the "battle" aspect of the battles was unaffected, and these bugs are minor at best.


Another "bug" is the shaky movement of *(the glowing light) that leads the party - versus the smooth motion of the rest of the party. Solutions could be to shift everyone down one position and let the light take first position, or make a very large offset for the light from fourth position (which moves smoothly).

These bugs are minor at best, but they did subtract from my "Suspension Of Disbelief". Overall, though, the game was challenging, intriguing, and fun. Great work!
Mark Pay (2008-08-31)
Thanks for the reports blindvisionary.

The Marie issue is most perplexing, as I know that I have died with her in the party during testing. I'll take a look and see if I can figure out what is going on there.
CGman (2008-08-31)
I'm pretty sure this isn't actually connected to Marie - I've experienced the exact same bug several times, in completely different areas at random points in the game. Very, very rare, and didn't see a pattern, unfortunately, to report.

Count Cristoff Won't Die
CGman

CGman (2008-09-01)
I understand he's undead, but this is a bit much...
http://fas.harvard.edu/~yrosenb/tsecristoffbug.png
(don't worry - I reloaded my game and beat him again with no such issues, so not such a big problem.)
CGman (2008-09-01)
Also-

speeding up the battle does not speed up the descent of new spiders in the Maw, making it a disadvantage to do so (characters tend to miss attacks more charging at not-yet-there spiders).
TwiTerror (2008-09-01)
Speeding up the game is disadvantageous in LOTS of places for similar reasons.
Mark Pay (2008-09-01)
I'm sorry that you've encountered this problem CGman :(
I thought that I had fixed this issue before release, but evidently I was wrong. I'll try and figure out what the heck is happening here and fix it.

Edit - On the speed issue, the higher two speed settings were intended primarily as a fast-forward mechanism to help conclude easy sections of a battle quickly.
Numerous movements do not scale with the game clock and those that do, do not scale proportionally. The main effect is that characters just act more frequently.
The expectation is that using the higher speeds during critical moments of combat will indeed be disadvantageous.
YanPL-tse (2008-09-01)
TSE1 aslo had this issue, eh?

Help with Elan's Tomb
Sir Palamides

Sir Palamides (2008-09-01)
Okay, I've beaten TSE quite some times, but now I seem to get stuck with my party at elan's tomb, because the undead foes are immune against Life Drain and I can't really beat them withouth this spell...

My Party is:

Peter
30 Sharpshot
~8 Mana

Zepher
30 Party Heal
~8 Mana

Eisfford
29 Life Drain
~9 Mana

I've tried nearly everything but the mummys always heal the other foes and Peter is the only one that actually attacks and so he can't do any real dammage...I've tried with Zepher doing Hand of the Gods, but then the party dies to early because no-one is healing. I've tried Eisfford doing Kinetic Shield which is rather weak or Celestial Lighning but none of them seem to work.

If anyone knows how this problem is to be solved, please let me know. I'd be quite surprised if someone finds a solution...

Thanks in advance
:D
GiB (2008-09-01)
Sharpshot takes long to reload and costs 2 mana.Try with Powershot.Zepher has two skills to deal extra damage to UD: Holy Bolt and Silver Bullet.Try with these ones.
Brickman (2008-09-01)
Well, the thing is, you aren't supposed to play this game with one skill per person; doing so it's only a matter of time before you back yourself into a corner. You really need some other offensive skills--any other offensive skills--to get you through here. That may mean level grinding in the desert for a little bit to get some skill points; certainly, get the other gem first. Be aware that the final boss is also undead, as is the second to last. Giving Clara kinetic smash or chain lightning might be very helpful, giving zephyr silver bullet is also an option.

That said, a two-rifleman or two priest party running magic bullet/hand of the gods, sharpshoot and party heal CAN make it to the end with just one skill each. Whether or not that'd be an enjoyable game is another question.

PS: GiB is wrong. Sharpshoot takes two rounds to reload, but it only takes one mana; you get an attack every two rounds until your relatively long-lasting starting pool runs out, then an attack every three rounds. Other skills in the last two slots (drain life for instance) cost two mana with a regular cooldown, so you get one every round until your relatively short starting pool runs out and then one every three rounds. Regular attacks are one every round until the pool runs out, then one every two rounds.
GiB (2008-09-01)
upss... :roll: Sorry about that, I was played tse-1 long time ago and I cant remember all the details.

File Sizes?
Mercy Killer

Mercy Killer (2008-09-02)
Hi im new, but I've been following TSE and TSE2 for a bit, and would like to buy the game but I want to know the file size for TSE2. This will help me decide whether or not to CD deliver it or download. Im sure I can check by using the order form but I am amazingly lazy and would rather be told one hundred times, and then a follow up of something like. Noob...
epitts11 (2008-09-02)
The installer for the full game is 207MB
Mercy Killer (2008-09-02)
Thank you! I may decide to go the download route then. Now onto the next task of digging through my home and scrounging up 18 bucks! wish me luck!

Patches
GiB

GiB (2008-09-03)
For some strange reason, I cant install the patches.Everything is normal,it tells me that patch is succesfully installed, but changes doesnt take efect and when I try to install the second patch, it tells me that I havent install the first one.Where's the problem?
Mark Pay (2008-09-03)
Do you mean that after installing the first patch, the game menu does not report the version as 1.01?
What operating system are you using?
GiB (2008-09-07)
Windows XP.Yes, I mean the game does not report the version as 1.01.(sorry for the delay, I was unable to post it for a while)
Mark Pay (2008-09-07)
Did the patch program give the following report?

http://www.thespiritengine.com/Images/Additional/patch.png

Are you also running Windows XP with admin privleges?
GiB (2008-09-08)
I am the admin, but I saw it updates untill it reaches Script\Stored\105.set without updating other sets.The exe is also not updated.Then it shows me "The Spirit Engine 2 has been successfully updated." and the updating ends.
Mark Pay (2008-09-08)
Are you patching the demo? That would explain why those files are not updated - they don't exist in the folder of the demo version.
GiB (2008-09-08)
Yes, Im patching the demo.
Mark Pay (2008-09-08)
The patches only work on the full version of the game. The latest 1.02 version of the demo can be downloaded from http://www.thespiritengine.com/tse2-download.html
GiB (2008-09-08)
Thanks Mark!

Huzzah!
PsychoticSquid

PsychoticSquid (2008-09-04)
Wow, I forget about this site for a while, come back, and TSE2's finished and ready for download! I've just bought the game and I'm waiting for the download to finish... just thought I'd say that I'm bursting with anticipation!

I dare say I'll leave a few comments when I've had a play... judging by the rest of the forum posts since it came out, you've done really well for yourself, Mark. Congratulations on all of your success so far! Do you have any other projects in the works?
Mark Pay (2008-09-04)
Thanks PsychoticSquid!

I'd like to work on another project, but right now my priorities are support for TSE2 and finding a new job.
PsychoticSquid (2008-09-07)
Dear God. This game is epic! I'm still only up to chapter two, just finished killing some stuff at the ghost town. But man, this is one exquisitely crafted masterpiece. The backgrounds are sometimes breathtaking, and other times a little bare, but every single thing on the screen is meticulously, INSANELY detailed.

I love the new refined combat system, with the combat speed slider, way better skill chain system (with wait option!), the added party skill chain... you've completely overhauled the engine and it's so much more tactical and compelling than the first.

Refund points! Man, I love you for including that. I haven't used them yet but one of my main niggles with the original game was that if you were stuck with the one character build for the whole game, and you only had one chance to reassign everything. But no more!

The conversations between the characters are amazing, it's like you crafted the game's story specifically for the characters I've chosen. I was pleased to find when I went back and mocked up another party that they didn't just have the same speech with different names. The journals in the party screen are also a good way to add extra character depth, which you've done famously.

I really want to give you some sort of criticism, just to balance out this total rave post... but you haven't failed to impress so far. Anyway, time for me to go back and play some more. I'm very early in the game still, but something tells me it's going to be an awesome ride the whole way! You can be sure that when I've finished the game, I'll come back and give my thoughts on the thing as a whole. An insanely good game so far, Mark... you have a fan in me!
Mark Pay (2008-09-08)
*blushes* :oops:
I hope you enjoy the rest of the game!
LachlanDavis (2008-09-13)
I've wanted to buy the game, but i havn't had time to play games as of late and i know TSE 2 would be a huge distraction from my study. Im sitting the HSC, which i think is similar to the american SAT's. So thats pretty time consuming, but rest assured i will buy it soon!

Newby Problem
Snabimi

Snabimi (2008-09-05)
Hello there, I just downloaded TSE today. Installing and starting the game is fine, no probs. But the joy is rather limited facing the following problems:

1. I can choose whatever character I want, the game will always start with the three mages.

2. I will always be defeated during the first encounter (when it says: do not interfere to much and sit back and watch) for two reasons:

- no default action chain is set, so the characters will do nothing and await there death.

- when I fixed that, due to no. 1 above the only aggressive weapon there is, is chain magic. But unfortunately, this will do no harm to the enemies.

As I like the style and the graphics, I would like to play this game. So, if anyone can tell me what is going wrong, please help. Thanks in advance!
Mark Pay (2008-09-05)
Hi Snabimi. Are you playing on Windows Vista? If so you may need to 'Run as Administrator' when starting the program. It sounds like these problems are the result of Vista preventing the program from writing the save files.
Snabimi (2008-09-05)
Thank you for the fast reply. I am actually not playing on Windows Vista. But the problem could be the same. I downloaded the software at home but on my company notebook. There, I do not have admin rights. I will try on my private PC then. I will let you know what happened.
Brickman (2008-09-05)
Alternatively, if you don't want to bother with administrator stuff, there are some folders which act like you have admin privileges on anything you run in them anyways. On Vista they're the folders with your name (as in the name you log in with), and I think they're the same on XP.
YanPL-tse (2008-09-06)
this does not fix the problem, since TSE1 tries to create/modify two specific files inside C:\windows; i'm not sure if anything can be done to move this around.

My only gripe
iamyum-tse

iamyum-tse (2008-09-12)
This is definitely an excellent sequel to TSE1. It's obvious that a lot of thoughts are placed in balancing, enhancing the battle engine, the story, and the dialogs. Quite a bit of positive feedback is already on the forum. My one and only downer is that besides Kaltos, Mericious, and Ferwin, the other 6 characters seem to have no significant character-specific events within the game. Each has awesome dialogs for sure, but these 6 characters seem to have nothing that changes the behavior of the game (eg. Mericious has an extra challenging battle, Kaltos has a sword [though probably not the best sword in the game], and Ferwin gains an ally for a chapter). I used to enjoy this a lot while selecting characters in TSE1 when each of them has some specific things that affect the game. Father's rifle, settling an old rift (like actually one-on-one fighting, unlike Ionae's pure talk), skill boosting plot lines, etc.

Perhaps somehow I missed these for these 6 characters in TSE2?
Mark Pay (2008-09-12)
Partly this was done to save time. With all the unique character graphics, dialogue and cutscenes over a longer game, there is already considerably more character-specific content in TSE2 than TSE1. But you are correct that those are the only 3 instances which affect gameplay.

I didn't think there was any point in giving specific skill points while the new refund system was there, or in weighting skills for characters, since this discouraged skill choice.

There are also a lot more items in the game than TSE1 ( and a lot that are still unactivated ), so I wasn't too worried about the lack of character-specific items.

I didn't like the 1-character battles in TSE1. I think they would have been more fun with the updated battle system, but not fun enough.

Ultimately it would have been nice to include more character specific gameplay, but I had to set restrictions to get the game finished, and these were ruled out early on.
iamyum-tse (2008-09-16)
Ar, that's right, the refund system does make giving skill-specific points meaningless.

There are indeed a lot more items than in TSE1. Though character specific-items that are strong enough to last till the end of the game does make the game more fun. BTW, what are these unactivated items that you speak of?

Ultimately, you are absolutely correct that you have to make a choice so that the game gets finishes. I suppose the only changes I can think of are battles, items, and allies. For instance, Ionae can actually enter a (1-1?) fight with her old "friend", Charlotte can get an extra item from her past patrons, Pyan Pau Sai get something from his friend in town, Enshadu do a fight with the other enshadu, and so on. OK, I admit, I love fights, and Mericious's fight is well done.

I loved the 1-person battles in TSE1, especially the 1-on-3 battle in middle of part 4. The first time I entered the battle I couldn't stop admiring and enjoying the climax you put us through. Actually I was thinking a variation of that to be one-character has to hold up for a while before the second/third character catches up and enter the battle. Just a thought.

Overall, I am thoroughly happy to have purchased this game. It's just a minor gripe, and the game is awesome in all other aspects.
Brickman (2008-09-16)
You're totally wrong, there is a character specific battle for every character! It's located in chapter eight, right before Ick Thelloth, and it's different for every party!
Mark Pay (2008-09-17)
I agree iamyum, it would have been nice. The work was just too much. Mericious's fight probably took about a week and a half to implement, from assets to coding and tweaking and testing. Add another 8 of those and it's 3+ months of development time.

I'm glad to hear that you enjoyed the 1v1 fight in TSE1 though! I never really got any feedback on it before, and my own thoughts on it were fairly negative.

I hadn't thought about the hallucination fight Brickman. Perhaps those half-count. ;)

"There are indeed a lot more items than in TSE1. Though character specific-items that are strong enough to last till the end of the game does make the game more fun. BTW, what are these unactivated items that you speak of?"

The unimplemented items can be seen using the item viewer linked in http://www.thespiritengine.com/forum/viewtopic.php?t=197
There were originally more character-specific items ( see the character restriction option ) but these were left out of the game or made generic.
Brickman (2008-09-18)
I thought one on TWO (no idea where you got three) battle at the climax of chapter four of TSE1 was quite cool, and since all three "slot one" characters had their bonuses on useful attack skills and in fact had penalties to the skills which just happened to not be useful there, it probably wasn't too much of a stopping point for anyone. Samuel's was even cooler thematically, as it was more defensive-oriented, but since neither of samuel's "bonus" skills is an attack it was possible to screw yourself over (in fact, that's what I did my first run with him; that's what made it so fun, as I excelled at recover but had only an underleveled magic bullet to attack with and the boss attacked slowly but could also heal himself; that was quite a long battle). In this game, I REALLY expected Mericious's unique battle to be a solo fight, and was shocked that it wasn't (actually, to be perfectly honest, at the time I was SHOCKED that it was a battle at all, as attacking members of the inquisition seemed incredibly irrational when he could have just defiantly walked around them).
TwiTerror (2008-09-18)
Walking around people doesn't solve problems, it makes them worse (;
iamyum-tse (2008-09-18)
I didn't know it takes a week to game balance a boss fight. Afterall I don't have game-design experience and cannot adequately appreciate the thought involved in seemingly "simple" add-ons. Gripe is probably too strong of a negative comment. Probably "wish" is more appropriate.

Ok it was a 1 on 2 battle, but technically the "third" enemy is there but he's automatically shot dead by the first player. That particular climax was handled extremely well. Even though I lost the battle the first time going through, I couldn't blame you since you have warned us against it. Then when I succeeded in knocking out those two pests, the joy was immense.

Anyways, both TSE1 and TSE2 are very enjoyable.
Mark Pay (2008-09-18)
I hope I haven't been too grumpy or defensive in my explanation. :)

When players have a legitimate concern with the game that I cannot fix, I feel that I owe it to them and to myself to explain the rationale behind the design decisions that created the situation.

Every human endeavour is constrained by time ( accepting also that time = money ;) ) and for such sequences the combined requirements for script, art, coding, sound fx selection ( takes a lot longer than you might think! ), testing, balancing and music where required easily run into 60-80+ hours ( at a guess ) It's all very time consuming work, and with time as a precious resource, you have to spend it where you think you can get the best results. If you somehow have unlimited time, you end up with something like Duke Nukem Forever. ;)

Any criticisms are much more helpful for future projects than praise, so I welcome them happily! :D
TwiTerror (2008-09-19)
Code-monkeys are often mistakenly considered the only monkeys. We also have music-monkeys.

Patch 1.03 candidate
Mark Pay

Mark Pay (2008-09-12)
I have finished work on the 1.03 patch. I've been testing it myself, but once again I would be grateful to anyone who feels like installing it, playing normally and letting me know if anything unusual occurs.

As with the last two patch candidates, if you decide to install it, please make sure that you have your original installer and/or 1.02 directory backed up. Installing the patch will not affect your save games.

Link:
http://www.thespiritengine.com/Files/TSE2Patches/Patch-TSE2-102-to-103.exe



Change List for TSE-2 version 1.03
---------------------------------------------------

Bug Fixes:
----------------
- Fixed an issue that prevented the death of a boss in Chapter 6 from registering as a victory.
- Fixed an issue with Smokescreen placement in a battle at the end of Chapter 4.
- Fixed Darak's movement stutter.
- Fixed a timer-related issue that could occur if the game was left minimized.
- Fixed some other miscellaneous minor issues and typos.

Changes:
--------------
- Explosive Shell and Staggering Blow have received a small damage boost.
- Flashbang stun length is increased by 17%

Additions:
---------------
- Added a save point to a level in Chapter 5
epitts11 (2008-09-13)
I've got a bug! :P I was able to fight Urtat just fine my first time through the game, I was running v1.01. But on v1.03, when I choose to fight him at the circus it automatically goes to "DEFEAT", and I can't do anything except exit to the menu.

http://img55.imageshack.us/img55/2746/urtatbuglh5.th.png

EDIT: Actually, this occurs at ANY fight I try to take place in. I found that if I press "space" to rotate my characters, the battle kind of starts. It still says "DEFEAT," most of the battle GUI is missing, and if I click anywhere it acts as if I died.
Mark Pay (2008-09-13)
Oh heck. :(
It's occuring for certain script-triggered battles but only just after loading a savegame. When I was testing I played for long periods at a time and so never spotted it.

I am sorry for this inconvenience. I will have to recall this patch.
If you installed the first test release of 1.03, please uninstall and then reinstall and patch your game. ( this will not affect your savegames )

I have updated the 1.03 patch link to the latest version with this problem fixed.
Thanks again for looking at the patch. I hope this hasn't caused you too much trouble. With so much theoretically to test after even the smallest of changes, I need outside help to get them checked.
epitts11 (2008-09-15)
It's no problem, I'm glad I could help!

EDIT: I installed the new patch and everything's working fine. I'll let you know if I encounter any other bugs!
Myrph (2008-09-15)
Dammit... I appear to have lost the installer and my password for re-downloading the installer expired on saturday (what luck...), so I've no way of fixing my game... Is there any chance of a backwards patch or something I can do with my game instead of uninstalling it?
Mark Pay (2008-09-15)
Hi Myrph. It would probably be best if I sent you a new version of the installer.
PM me with your name and Order number, and we'll figure out the best way of doing it.

Too slow in wine
clray

clray (2008-09-12)
I just checked out the TSE2 demo on Linux/wine 1.1.4 on a 2.8 GHz P4 with 1GB RAM, GeForce4 MX 440 AGP. It seems more stable than TSE1 (which crashes every so often after combat), but sadly, all combat scenes run like slide shows (TSE1 runs very smoothly). Switching off all graphics effects that could be switched off didn't help. Can the performance be improved somehow or is there no hope without hardware upgrade?
Mark Pay (2008-09-12)
Hi clray. Unfortunately I don't know enough about the emulation process to know what might be causing the slowdown, and subsequently whether anything can be done to fix it. The game was developed on a similar spec machine, but in native Windows XP.

There are two potential software improvements that I may be able to include in future versions.
Clickteam, who make the Multimedia Fusion 2 software that the game is built upon, have both a Java runtime and a proper, graphics hardware accelerated version of the main runtime in late beta.
Unfortunately there is no indication when these may see a final ( hopefully stable ) release. :(
clray (2008-09-14)
Mark, thanks for the quick reply.

I managed today to nail down this awful performance to the routine DrawTextExA, which is used to render all text in the game. Once I replaced it with a null-op in wine source code, everything started running smoothly. All text also completely disappeared, which is a minor flaw in this surgical strike... ;)

Anyway, as it stands, I am hopeful that it can be fixed soon, either by myself or by wine developers.
Mark Pay (2008-09-14)
That's great that you've been able to debug the issue with the wine source. :D
I'm not aware of there being anything unusual about the text rendering in the game. It should be in the Arial font too, without fancy frills like anti-alisasing.

I'd like the game to be runnable under wine, so please let me know if there's anything I can do to help you. Any fix for this issue would presumably help other games developed in MMF2 as well.
clray (2008-09-14)
More on it here: http://bugs.winehq.org/show_bug.cgi?id=13801

I'm afraid the fix might not be as easy as I originally imagined.
Mark Pay (2008-09-15)
The collaborative process for open-source projects is very interesting.
Instinctively the idea of letting that many cooks into the kitchen sounds crazy, but evidently it works, and works quite well. :)

Thanks for looking into this issue. If it turns out that a fix is not possible, I can at least let other wine users know of the problem.
clray (2008-09-20)
I've debugged it further and found a rather easy workaround in the process. Switching the video driver from nvidia to fbdev gives acceptable performance.
Mark Pay (2008-09-21)
That's good news, thanks clray.

The Story
FurryRage

FurryRage (2008-09-12)
Hi, I'm currendly playing the game with 4 parties, I finished it with one of them in hard, and I'm doing the 3 other in easy/normal/absurd. Each of these 3 are at the beginning of chapter 5 so far.

I'm really enjoying the changes in the story depending on your party, for exemple the "romance" between kaltos and charlotte.

Which brings me to my point :

I'd like to know if it would be possible to have a button included to instant win the battles (have one check/uncheck in the party menu for exemple, or add one in battle to press) in order to totally skip the battles and just enjoy the story.

I really like the game, but you often find yourself forgetting about small details, and you have no way to get back several chapters before. Adding such a possibility would permit the players to check about them rapidly, and for those who finished the game with a lot of parties, to learn about the story with the others (9 different "major" parties may be too much to test every one, since the game is already relatively long, just playing with 6 of the parties would represent 90 Hours of play, leaving 45 hours for the other 3, not counting the many reloading and the fadct that if you really want to see everything, there's much more than 9 parties to do)

I think it would be a great feature to allow it, even if it's a secret one to be unlocked after completing the game 3 times for exemple (like completing it once to unlock absurd.)

Whatever you'll do, thanks anyway for the great game ^^ (and I can't cease to be amazed at the story. The more I discover it with different characters, the more I enjoy the little subtilities and changes between them.)
Mark Pay (2008-09-13)
Thanks for the suggestion FurryRage. I understand and agree with the intent, but I'm not sure on the implementation. I'll give it some thought. It would be simpler to enable the level-skip debug controls for such an option.

For now, I don't know if this will be of any help to you, but here's a cut-down version of the script editor:

http://www.thespiritengine.com/Files/TSE2Misc/ArrayEditorScript.exe

The ordering of some scenes has become complicated and there's some cut junk material still in the files.
FurryRage (2008-09-13)
I'll try to see what I can do with it.
Thanks a lot anyway, I hope you'll be able to do it.
For the story, I think that if you don't put a way to skip battles, I'll just finish my 3 other parties, without playing the rest, the game is great but I'm not a maniac xD (and anyway I'll have to get back to work in a week, I'll have less free time)
I really hope you'll come up with something.

EDIT : ok I tested the editor, it's good but kinda difficult to understand without context ^^
I'll give it a go if you don't add a battle skip feature, but for now I prefer to wait.
Chandranath (2010-06-23)
i have a suggestion for the battle timer can it either be slowed down for both partys or removed ive spent about half an hour on one battle so far you all probably against the idea or think im a newb but im serious its the only downfall on the game so far
Mark Pay (2010-06-28)
Hi Chandranath,

Which battle timer are you referring to?

- The overall speed of the slowest speed setting for all battles? ( the turtle )
- The time limited battles in chapters 6 or 9?
- The recovery timer for monsters?
- Something else?

Thanks,

Mark

Fair Bug?
FurryRage

FurryRage (2008-09-13)
When you engage the Strength test at the chapter 4 fair, you get a "defeat" screen before engaging the battle normaly. It only happened the first time, with denever, mericious and charlotte, when I went for a second round, the bug wasn't here anymore.
Mark Pay (2008-09-13)
Sorry about this. :( I assume you're playing 1.03? It's the result of some loss-checking code I added to try and fix a reported issue with losses not registering.

http://www.thespiritengine.com/forum/viewtopic.php?t=238

I've updated the patch to fix this. If you uninstall then reinstall, you will be able to get back to a working version. I'm sorry for the inconvenience. :(
FurryRage (2008-09-13)
yup, I'm on 1.03
I'll get the updated patch ^^
Thanks for the quick reply

EDIT : tested it, it works, no bug so far

Just finished the game... hurray for me.
Davzz

Davzz (2008-09-13)
Immediately bought this game when it first came out but some time issues caused me to put off completing it until now. Completed the game on Normal with a party of Kaltos, Pyanpau and Grace. The game's well worth the money IMO.

Anyway, I guess I have to write my thoughts, although I think my comments aren't that unique. I like the story and the character selection where combinations have different interactions rather than the "Slot 1 is the jerk, slot 2 is the friendly guy and slot 3 is the smart one" thing that TSE-1 had going. I kind of miss character strengths/weaknesses from TSE-1 though and I wish there was some sort of epilogue that states what happened to the characters after the game though. Would be nice to hear that Kaltos's daughter finally got to read his journal and etc.

Which brings me to another thing, it seems like overkill to have both scaled down gains for assigning skill points AND the ability to reassign skill points. It never quite felt like I was gaining an advantage by properly assigning skills (except for the percentage based skills) and I think I was at 50 refund points throughout the entire game, except for Grace who had a complete rehaul when I found that Explosive Shell and Flashbang weren't working as well as I wanted them to.

As for the battles, I like the added complexity but there's way too much micromanagement to play this game on anything other than "slow" and that feels rather odd. Even on slow I had to pause the game once in a while to juggle skills around.

As for skill balance, I guess it's fine overall but it seems like most of my battle strategy involve just empowdering the Knight and then using Thunderstrike for non-boss battles, and for boss battles it's some form of a Charge/Overdrive/Slay combo with everyone else casting support like Bless and Empowder.

Ironically the Musketeer, the class that's meant for ranged support didn't really attack much in the game, only squeezing off Black Bullets once in a while because of its raw damage potential. Instead she supports with Empowder which helps Thunderstrike pierce resistances and Smokescreen, which is broken IMO because it causes the battle to completely halt. Once the battle has stopped you can heal yourself or build up an inpenetrible Aurora barrier or buff yourself before going back on the offensive.

For my priest, for random battles he used Sprite Summon and then just hit stuff with Strike until they died. In theory Staggering Blow would do just fine but if I wanted to be defensive I would just Smokescreen so I decided a extra damage of Strike would be more useful. Without Sprite Summon their offense isn't anything to speak of and in the end they can only hit one enemy at a time.

Out of the priest support abilities, I think Aurora is the most useful since without it your priest will just die a lot against magic using enemies. I never understood how effective Bless actually is and unlike Empowder I couldn't quite see how it helps me pierce resistances, which seems to be the point of buffing abilities, since otherwise attacking twice would give you more damage overall.

Incidentally, I really hated the timed mission on the Ice mountain stage, if the enemy spawns ice mages, unlucky frozen characters will sometimes run you out of offensive power and time to actually kill the enemy off. I think that area needs to be made easier somehow since it's the part where I had to retry the most number of times.

The very late boss which reflects damage onto you is another one that really annoys me because it isn't really that hard, just awfully slow because he reflects damage back onto you and regenerates health slowly, but he can't seem to actually hurt you that much, meaning it's a battle of attrition that I think takes way too long.

The item system is where I thought the game had improved the most, items have a wide variety of bonuses and abilities and I liked the hard decisions I had to make on whether I should use Sword X because it had Party Heal or Sword Y because of it's huge Ethereal bonus and so on. My only complaint is that I don't think there's enough inventory space and it's painful when I had to pick one of my equipment to drop whenever I find a new one because I usually have little to no space.

That's all I have to say I guess, good job on this game and good luck on whatever you may choose to do in the future.
Mark Pay (2008-09-14)
Thanks for the feedback Davzz, especially the critical assessments, they're really useful. I hope to now be able to focus on such balance issues in future patches instead of bugs.

The game is intended to be played on slow with pauses, and the other two speeds are there to fast-forward waiting times.

Some bugs I've encountered (Spoilers)
Rogue

Rogue (2008-09-14)
I encountered some of these in versions 1.00 and 1.01, and I haven't installed 1.03 yet, so some of these bugs might have already been fixed.

I can equip The Black Death on knights other than Kaltos and Order of the Palidi on characters other than Denever by left clicking. If I right click the item and drag it onto the slot, the restrictions work properly.

If my party is finished off by a Muegin in chapter 7, the battle keeps going with your entire party unconscious. This might be fixed by the 1.03 patch though.

There was also this weird problem that happened once where the Muegins were passing through one of my characters without latching onto them. I'm not sure how it happened, maybe somehow the game thought there was already a Muegin was latched onto him? I think he was knocked out once while a Muegin was on him during the battle.

The Opal Swarms in chapter 7 sometimes hit my characters lots of times in a single attack, knocking them out instantly even though they had plenty of health. There was a similar problem like this that was fixed where certain attacks would hit multiple times if you pause at a certain time, but the game wasn't paused when my character was attacked. I think this might have been fixed, I haven't been able to reproduce it recently.

A graphical glitch. The Forest Spiders and Candessas in chapter 7 turn into box monsters when they dodge. I suspect that there are more enemies that do this as well.

There's this weird problem where sometimes an enemy or character won't have their health displayed over them, and attacks pass through them. The easiest way for me to reproduce it is to go start the final battle, return to the main menu, then load up your game and start the final battle again. Isabelle won't have her health displayed. Another place it happens is in the Main Canalway in chapter 3. I beat the first battle, kill the Demonite in the front of the second battle, return to the main menu, reload then go to the same area. The first enemy doesn't have its health displayed, and all my attacks go through it. Sometimes the Demonite from the second battle attacks in the first battle running backwards, and it has the health and stats of the Batroc that has no health over it. There might be other places where this can happen as well.

There is a glitch that can cause two songs to be playing at the same time. In certain areas if I run to the first battle as fast as I can right when I enter the battle music starts playing before the area music. The area music will start playing after I start the battle, with the battle music playing as well. I don't know if it has to do with the loading time on my computer or what. This works coming from the right in the Adjanti Heartroom, and quite a few other places.

I don't know how it happened, and I haven't been able to reproduce it, but one time after beating West Ascension, right when I was entering the room with the World Eye, the cutscene that plays when Batiste is ejected from the World Eye started playing. The battle started with nobody around and I couldn't do anything, so I had to restart the game and do West Ascension over again. I don't know exactly what I did. I know I skipped part of the cutscene that playes before entering the World Eye room and read some of it, but I don't know exactly what parts I skipped or if that even had anything to do with it. Another time when I skipped the cutscene there the music that was supposed to start playing didn't, and the music that was playing during the cutscene kept on going when the battle with Batiste started.

Not really a bug, but in the item effect descriptions in the manual, it explains the damn all and charge item effect. There aren't any items that damn all, not even in the item viewer. If any of the items that have the charge effect are in the game, they're pretty well hidden.

Also one minor annoyance. I don't like how you can't go to the main menu from the overworld screens. It's usually not that big a deal, but every once in a while it bugs me.
Mark Pay (2008-09-15)
Thanks for the reports Rogue, they're really helpful.

"Also one minor annoyance. I don't like how you can't go to the main menu from the overworld screens. It's usually not that big a deal, but every once in a while it bugs me."

I agree, I'll put this on the TODO list.

"Not really a bug, but in the item effect descriptions in the manual, it explains the damn all and charge item effect. There aren't any items that damn all, not even in the item viewer. If any of the items that have the charge effect are in the game, they're pretty well hidden."

They used to be in the game, but I must have downgraded them before release.

"I don't know how it happened, and I haven't been able to reproduce it, but one time after beating West Ascension, right when I was entering the room with the World Eye, the cutscene that plays when Batiste is ejected from the World Eye started playing. The battle started with nobody around and I couldn't do anything, so I had to restart the game and do West Ascension over again. I don't know exactly what I did. I know I skipped part of the cutscene that playes before entering the World Eye room and read some of it, but I don't know exactly what parts I skipped or if that even had anything to do with it. Another time when I skipped the cutscene there the music that was supposed to start playing didn't, and the music that was playing during the cutscene kept on going when the battle with Batiste started."

That's a nasty bug. :( I'll take a look at it.

"There is a glitch that can cause two songs to be playing at the same time. In certain areas if I run to the first battle as fast as I can right when I enter the battle music starts playing before the area music. The area music will start playing after I start the battle, with the battle music playing as well. I don't know if it has to do with the loading time on my computer or what. This works coming from the right in the Adjanti Heartroom, and quite a few other places."

Could be a load time issue as you say. Again, using timer based events is causing headaches. :/ I have almost removed all of them as of 1.03

"There's this weird problem where sometimes an enemy or character won't have their health displayed over them, and attacks pass through them. The easiest way for me to reproduce it is to go start the final battle, return to the main menu, then load up your game and start the final battle again. Isabelle won't have her health displayed. Another place it happens is in the Main Canalway in chapter 3. I beat the first battle, kill the Demonite in the front of the second battle, return to the main menu, reload then go to the same area. The first enemy doesn't have its health displayed, and all my attacks go through it. Sometimes the Demonite from the second battle attacks in the first battle running backwards, and it has the health and stats of the Batroc that has no health over it. There might be other places where this can happen as well."

Wierd. :/ Could have something to do with holding values in memory across frames, but they ought to be manually reset. The reproduction instructions are most helpful.

"A graphical glitch. The Forest Spiders and Candessas in chapter 7 turn into box monsters when they dodge. I suspect that there are more enemies that do this as well."

Should be fixed in 1.03

"The Opal Swarms in chapter 7 sometimes hit my characters lots of times in a single attack, knocking them out instantly even though they had plenty of health. There was a similar problem like this that was fixed where certain attacks would hit multiple times if you pause at a certain time, but the game wasn't paused when my character was attacked. I think this might have been fixed, I haven't been able to reproduce it recently."

I'll take a look, in theory this could have been fixed by the changes in 1.02.

"There was also this weird problem that happened once where the Muegins were passing through one of my characters without latching onto them. I'm not sure how it happened, maybe somehow the game thought there was already a Muegin was latched onto him? I think he was knocked out once while a Muegin was on him during the battle."

I think it could be this. The code for them is a nightmare. I thought I'd fixed this, but it's so hard to reproduce. :(

"If my party is finished off by a Muegin in chapter 7, the battle keeps going with your entire party unconscious. This might be fixed by the 1.03 patch though."

Should be fixed in 1.03

"I can equip The Black Death on knights other than Kaltos and Order of the Palidi on characters other than Denever by left clicking. If I right click the item and drag it onto the slot, the restrictions work properly."

This was a result of the changes made after the public test that I let go because the BD ended up as the only character-specific item in the game. I'm wary of messing with the inventory code for now, so I'll give it a very low priority, or may just remove the restrictions.
Nillo (2008-09-15)
I can confirm that the Batiste cutscene glitch you described has happened to me once. I was using 1.00, for what it's worth, but I haven't completed West Ascension enough times to know if it is possible to reproduce or if it's even still there in the new patch.
Rogue (2008-09-15)
I figured out a way to reproduce the Batiste bug. If I fight Batiste and weaken him down to his final form, exit to the main menu then reload my game at West Ascension, beat it and go to the World Eye it happens. Actually I don't even have to beat West Ascension. If I just load up my game at the World Eye it will happen right when it starts up. The cutscene seems to be triggered by Batiste's health being reduced below a certain point, but it only seems to occur if I get him down to his final form before restarting. I tested out actually losing to his final form (for some reason a Construct popped up when I lost to him which was a bit weird) and reloading, and it didn't happen. I'm pretty sure that I hadn't fought Batiste in the same play session in which I first encountered the bug, so there is probably another way for this bug to be set up.

Another little problem that I found is that in the battle with the Demonites you fight when you first enter Underport in chapter 3, character one already has all of their skills. The message that tells the player that they've gained the skills isn't displayed until after the battle is over. A very minor problem, but it does seem a bit weird suddenly having skills that you didn't have before with no explanation.

Also when testing this, I found that if I return to the menu after killing the Demonites, then load up my save game and go to fight them again, when they're talking their death animation plays. When the battle starts I hear the revive chime and the battle goes normally. I get the feeling that a lot of things aren't reset properly when you return to the main menu or when entering an area. This can potentially lead to a lot of strange bugs.
Mark Pay (2008-09-15)
I think I understand the underlying cause now. There's two quirks in MMF's logic that are combining to cause these problems.

Firstly, although these are logically different instances of the relevant objects, they seem to occupy the same memory/values etc. I presume this is a runtime effect of tagging them as global to make them easier to edit across frames.

Secondly, although I make an explicit call to destroy all existing objects at the start of the level and wipe the slate clean, I very recently read while browsing the support forums that MMF doesn't actually perform the destruction until the end of the main loop it is called in. I don't why that is the case, but it gives the other specific code enough time to catch an instance of an object that 'logically' should not exist with its current values.

The more time I spend coding with MMF, the more I get used to its quirks. But stuff like this still makes me facepalm. :(
Thanks again for the reports Rogue. Hopefully these issues should be an easy fix in the next patch.
Akatosh (2009-04-11)
"A graphical glitch. The Forest Spiders and Candessas in chapter 7 turn into box monsters when they dodge. I suspect that there are more enemies that do this as well."

The illusions seem to do that too. Well, Denver's old buddy does, but I guess the others don't have dodge animations either, what with their 0% natural dodge chance.

Smokescreen and dodge
ROD

ROD (2008-09-17)
I´d like to know: while a casted smokescreen is active, does the "natural" dodge ability of a character or enemy still have any effect at all?
Mark Pay (2008-09-17)
Yes they do. They're tested in sequence, smokescreen first, then natural dodge.
ROD (2008-09-17)
Thanks for the fast reply!
I thought so (otherwise you could theoretically decrease the dodge chance which would be strange) but experienced some unlucky battles

Vista problems
Amemait

Amemait (2008-09-24)
Is it a Vista-related problem that's preventing the game from running correctly?
I start the game, all goes well. I get to the start menu. The main screen played music the first time I played the demo - that's gone about 75% of the time. Whenever there isn't music, there's also blank yellow over the majority of the background (behind the characters - nice touch, by the way).
If I'm lucky, I can access my saves, or attempt to start a new game. If there hasn't been music right from the start, that's where everything will go black.
I really, really, really wanna play! And it won't let me...

I briefly solved this with the demo by uninstalling the entire game, and then reloading, from scratch. But frankly, this isn't really a logical way to do things.
Mark Pay (2008-09-24)
Hi Amemait. Are you running the game with Administrator privileges? Because the game uses its own directory to save and load game data, rather than one of Vista's pre-designated ones like My Documents, Vista's UAC can complain and block the necessary file access without warning the user.
Amemait (2008-09-25)
It's my own computer, and I've got it set for administrator.

I've now tried getting through the first three screens to create a new party (still no music, even in the credits, but now the yellow background is black - probably the patches I downloaded), waiting a few moments, and then pressing the escape button. This manages to take me to the map. It then informs me:

Error detected!
There is a mismatch in your save files.
If you have just loaded, that save file may be corrupt or sections may have been removed.
If you have not recently loaded, your current file may have become corrupted. Please try reloading from your last save position.
Please Click on this Message to Continue:

(I can provide a screencap if needed.)
Clicking on the message goes back to the main page.
I've tried replacing the saves with the ones that I had saved from the demo. No effect.
:(
Mark Pay (2008-09-25)
Some of the data files aren't loading correctly. I'm not sure what might be going on if you have Admin priveleges. I'll try and figure it out, but I'll need your help. I'm sorry that you've encountered this problem. :(

You say the demo worked for you with no problems, and still works? What version of the demo do you have?

What version of the full game do you have the installer for? You've patched it up to 1.03 successfully?
Amemait (2008-09-25)
Actually, the demo stopped working properly after the second load. I eventually gave up on attempting to load it, and uninstalled it then reinstalled it. It worked again for a good three opens, and then I finished the game.
The first version of the demo was the one that I used. I didn't get patches for it. I haven't tried it since getting to the end of the demo. Not too long after, I bought the full version (I had to wait for my birthday, figured I may as well get a decent game going first).

For the full version, I have gotten the patches. 1.01 refused to load (really), so I went for 1.02, and then 1.03.

I have tried uninstalling and reinstalling the full version, and that failed to show any improvement.

I loved the first game, and I adored playing through the demo of the second one. Just really, really wanna play more...
Thanks for your help.
Mark Pay (2008-09-25)
It sounds like the file copy from master to temp is failing. But the file decrypt *is* still working, and that's also a file alteration.

Okay - you were able to play through the demo okay? Then it stopped working, you reinstalled and it then worked for ~3 loads before the problem reoccured?

That's so odd. Argh, Vista, what are you doing? :(

Could you try installing the game into your user's 'Downloads' or 'My Documents' folder?
Amemait (2008-09-25)
Sure. Would you like me to include the patches, or just run from basic first?

Yeah, about three loads before the problem recurred. But by that time, I'd finished with the demo. I thought maybe it was a minor demo-Vista glitch.

(Just without any of the patches, it seems to be running thus far - I'm getting music, get the credits-cutscene and get have gotten past the map to Ionae's monologuing. I haven't transferred over any of the demo-saves yet.)
Mark Pay (2008-09-25)
Install as many of the patches as you like, they shouldn't affect the save/load system.

I don't know what is happening with Vista. :( There has been one other user who reported a similar problem. I'm running the 64bit version here, and file loading is only affected like this when I remove my Admin privileges for either my account or the application.

I'm thinking about some changes to the save/load system to get around Vista's prickly behaviour without requiring Admin rights, but it would necessitate placing files outside the original install folder, and I am opposed to this sort of behaviour from applications.

Thank-you for your patience in dealing with the problem. Please let me know how you get on with this new install.
TwiTerror (2008-09-26)
Try moving all of the game data files OUTSIDE of the "Program Files" directory if possible and placing it in either a Documents folder or similar location on your PC. That should help - but I imagine that this might be your problem on Vista. I have Vista and tested thoroughly and had no problems like this - granted I've been playing it in c:\games\tse2

TSE2 on iPhone
miglo

miglo (2008-09-25)
Hi all, just discovered this game from gametunnel. Looks like a great game!

Mark, are there any chances of this game being on the iPhone?
Mark Pay (2008-09-25)
Hi miglo!
Unfortunately, I don't think there is any chance of bringing the game to iPhones. My limited understanding of the system is that it is fairly closed. What language does it use? Is Xcode just the name for the development environment?

TSE2 is built upon a development toolkit ( Multimedia Fusion 2 ) that can currently only build a Windows runtime. A Java build for MMF2 is in beta, but I don't know if the iPhone supports Java like other phones.

It doesn't help that I don't own either a Mac or an iPhone. ;)
TwiTerror (2008-09-26)
iPhone has an SDK that can only be utilized on a MAC. I think that's the general premise, but other than that it's no more wizardry than programming for anything else. I'd imagine that if a porting effort was ever made for TSE2 that the data would ALL be externalized making portability widespread a possibility.
clray (2008-09-27)
Another platform to which this game would fit well is Nintendo DS. But I suppose it's more a problem with which the Fusion devs should cope rather than a game author.
miglo (2008-10-08)
iPhone development does indeed involve the Xcode which is just another environment like Visual Studio. It only runs on Macs, or in Hackintoshes ;)

Langage used is Objective-C with is another flavor of C+smalltalk (i think). Its not my favorite language by any means, but its not terrible if you are familiar with C or its other flavors.

Graphics core is based on OpenGL 2.0 I believe, or at least a subset of it. TSE2 does not look like its that intensive in terms of graphics and would probably be well adapted to the iPhone.

I think TSE2 would do very well on the iphone.
TwiTerror (2008-10-09)
I think so too, actually...
Mark Pay (2008-10-09)
The game is not doing very well on desktop PC ( yet, hopefully ) and I think that porting it would involve a large amount of work. I turned down an offer to port the game because I think the risk is too high for the work required and potential rewards.
Rogue (2008-10-09)
Ideally it should have been written in C/C++ in the first place. All these crazy port suggestions would be feasible, at least from a programming perspective. Also, if written with cross platform compatibility in mind, ports to Mac and Linux would practically write themselves.
Mark Pay (2008-10-11)
Perhaps. I knew no C when I started anyway, and a 5 year development cycle was already too long to increase with lower-level programming. For all its shortcomings, MMF does at least provide a stable platform to work quickly ( and sloppily ;) ) on top of.

wine seems to cover Linux fairly well. I don't know what the equivalent emulation for Macs is like. I must confess that my disinterest in other platforms beyond desktop PC has left me fairly ignorant.
Rogue (2008-10-15)
I don't think that using C would necessarily take longer. Although C doubtlessly requires more skill to use than higher level languages, it's a very productive programming language as long as you know how to use it. With high level programming languages, you have lots of things already simplified for you. With mid level programming languages like C/C++, you have to break things down and simplify them yourself, but if you go about making your program well you can potentially make something simpler, more flexible and less cumbersome to work with than methods of software development that are already simplified for you. There are also lots of free open source libraries and sample code that you can use to simplify things for you.

I suppose making a game in an unfamiliar programming language can be a daunting task, and there's nothing wrong with using Multimedia Fusion as long as you finish your games, but I think you should at least consider it an option.

Macs can run Windows in Mac OS X using Parallels Desktop. It's the way I've been playing TSE 2 actually. They can also boot in Windows using Apple's Boot Camp. TSE 2 runs perfectly, but it would still be preferably if it was running natively in Mac OS X.

Just about everyone has the hardware necessary to run TSE 2, but there are still lots of reasons to port it to other platforms. If you were to port it to a gaming console, popular gaming websites and magazines would review your game, giving you more exposure. Porting it to a handheld platform would be great for obvious reasons. Aside from that, people just have a weird fascination with playing things on different pieces of hardware. As impractical and utterly pointless as it would be, it would just be awesome if I could play a Spirit Engine game on a Super Nintendo or some other old gaming platform.
TwiTerror (2008-10-15)
The challenge wouldn't be programming it in C, it would be recreating all of the level data and exporting all the graphics etc and arranging them to align perfectly with whats in MMF.
Rogue (2008-10-15)
Well yeah, I'm trying to say that it should have originally been made in C. I'm not familiar with MMF so I'm not sure why exporting the graphics and using them in a C program would be that much of a problem. Something to do with the way MMF handles graphical frames? I understand that recreating the level data, cutscenes etc would be a ton of work, but it wouldn't necessarily need to be an exact port.
reavenk (2008-12-26)
The alternative is to try to sell the rights to port your IP to the Nintendo DS to a game company, and in the process get them to hire you as a game designer. So you bring in your IP (which is already an actual product and not merely a designed idea or theory) and other people do the programming, and it gets a industry producer. I can easily imagine there's a few companies out there that would be all over the idea.

Kind of out there, but not too far fetched.
Mark Pay (2008-12-28)
I appreciate the idea. I've had a rough couple of years working in or around the games industry myself and it has left me very wary of doing business with it. :?

Editing Chains in battle
thegreedyturtle

thegreedyturtle (2008-09-26)
I just purchased the game and am playing through for the first time, and it's been a joy. Every battle is like a little puzzle to figure out.

There is one thing that's really been frustrating me, and this might just be something that I haven't figured out how to do. I would really like to edit the chains in battle. I'm not sure if this it's designed like that on purpose, or if I'm not figuring out the right way to do it or something. What's been happening is I try to make little tweaks to the strategy I'm using and eventually it becomes such a mess that I just micromanage everything.

I do use some party chains to match up timings but for the most part I've just been selecting each skill manually.

This means lots of pausing ect. So I was wondering/hoping there was a way add/change my chains in battle.
ROD (2008-09-27)
Is anybody using party chains?

As you say - every battle is like puzzle, there´s so much need of exact timing, like maybe I´m expecting a multiple attack, so I stop only my knight who´s about to charge but not my high fire musketeer about to finish off some enemy in the back row...etc.etc...
So I never bothered creating party chains, that seems a lot of work - and then, changing them in battle?

selecting manually seems to me easier and safer and also quicker.
But still - is ANYBODY using party chains successfully?
Myrph (2008-09-27)
I successfully used a party chain early on in the game, when you had to survive for a couple of minutes against an onslaught of monsters. I can't remember what the commands were exactly, but it was a pretty even mix of damage dealing, healing and protection. It took a couple of tries to get the nuances right, but after a while, it worked, I was able to set it going on high speed and leave it there until it finished.

Probably not a brilliant example, because it probably would've been easier (and less time consuming) to micromanage it, but I was busy doing other things as well, so to let it sort itself out was pleasant...

Other than that, however, I think that was the only one I used...
Mark Pay (2008-09-27)
This was intentional. Going to the menu in battle was a mandatory activity in the first game, and I so disliked this interruption that I wanted to get rid of it entirely for the sequel.

Taking cues from other games, both computer and tabletop, the intention was to encourage the player to plan for possible contingencies and then improvise the rest on the fly, hopefully without disrupting the game flow.

As the rest of the combat interface took shape, I started side-lining the chain system and I must confess that I now never use it when playtesting, using the character-right-click radial menus instead. My judgement has no doubt also been adversely affected by my advantage as the designer - I know what's coming next as I play.

This, combined with the earlier design principle, has resulted in the absense of the skill menu in battle. If there is more call for it I will prioritise its re-introduction.
I would add it sooner, but it is unfortunately a lengthy programming challenge at this point.
Brickman (2008-09-28)
Personally, I agree with Mark that skill chains aren't as important in this game as they were in the first. Even in the first game, though, most of the time most players' chains probably consisted of the same skill three times. The right click menu is the way to go.

Finished a 2nd game... Ionae, Charlotte, Enshandu. Thoughts
Davzz

Davzz (2008-09-28)
Well, I just beat the game with 2 Riflemen and 1 Priest on Normal mode, and here are some observations I had. I'm not sure how many of them are new observations but I'll list them down anyway.

- Powder Imps and Smokescreen with two characters at the same time didn't work as well as I thought it would when I first started playing, the barrier isn't affected by Smokescreen.

- Surprisingly the MVP strategy of this combination was

Ionae - Empowder Charlotte
Enshandu - Bless Charlotte
Charlotte - Explosive Shell

All on overdrive, of course. Unlike complicated set-ups involving Knights and Charge, you can put this skill in a party chain and simply use it. I managed to take down Principle Armors in one go with this move and severely weaken the poor sap behind it.

So it seems that if you have someone else using Enpowder, that Explosive Shell is pretty useful. If you only had one Rifleman I don't think it's possibly to overdrive both Enpowder and Explosive Shell though.

- As a general rule, Explosive Shell only seems usable if you're going to charge it up.

Also, timing it is important which is annoying, because a wrongly timed Explosive shell means you waste the "splash damage"

I think if it were made to always hit the next target in a row, it would be much more attractive to use.

- Anyone with Empowder seems to spend their entire time using it, it's the most useful of the assistant skills IMO. I thought Ionae would make for my back-up Black Bullet user but I think the only time I used it was against the hallucinations in Chapter 8.

- Bless and Damn were kind of useful, but only when in overdrive IMO. Also they don't seem to benefit much from skill points, Damn more so than Bless seems silly in that regard, because it goes up in single digits when you spend points on it. It would be nice if the percentage reduction went up when spending points.

Meanwhile, Bless doesn't go up much with skill points too, but for some reason it seems that there are a whole lot of equipment with Bless, and they made up about a good 10+ levels worth which is much more than I would get from spending all possible points I could on it. Odd.

- The equipment which "Damns One" overwrites any existing Damn, which is annoying if you already have a better one in place.

- Equipment can give Chi to people who don't have it, although it doesn't seem to refill. Once you use it up, it's gone and it probably won't quite make a difference if you don't already have a pool anyway.

- Didn't quite like the Ionae plot twist, I was... expecting a different revelation. I dunno.

- Bitten Fields and Frostmaw Rinks are still the hardest part of the game. Vampire crypt thing was as easy as I remember it being during my first run though. The former should be toned down a little while the latter tuned up.

- I wish it was possible to sell items for money without merchant slots, because I had invested most of my cash in items and wanted to dump them for the superior ones at the last two merchants... but couldn't.

- Still didn't use Flashbang despite the slight buff it has...

Well, that's all my thoughts for now, comments and what's not on the deeper workings on the game would be appreciated.
Brickman (2008-09-28)
I agree that, once you start using Enpowder, you find it to be the most powerful assist there is, but it is limited by the fact that it only works well on certain attacks and those aren't always the attacks you want to use.

Smokescreen doesn't actually stack well with any defensive skills except the priest's heal and aurora. Imps can't dodge, brace will still use up a hit if you dodge, and fortify gives more benefit the more times you're hit.

Damn may only go up in the single digits, but most attack skills late in the game don't do much more, and damn is not intended to be used for one crippling attack--it's intended to be used for several attacks, which makes its bonuses add up. You're supposed to use damn, then have everyone attack the victim (possibly after assisting before damn was cast), then have everyone attack the victim again.

There's a few equipments that also have a "recharge chi" ability, like the original ring of deflection, but anything without it is intended to be worn by your priest. Still, if you look at is as a health bonus it's often better than actual health bonuses (downside being armor doesn't work).

I was fine with Ionae's plot twist, but I was a little disappointed that her illusion taunts her with an insinuation about her choice being affected by being in love with PyanPau (he was my second party member the run I used her) which was more or less never explored (though it was somewhat visible at the ending), wheras Charlotte and Kaltos's love subplot nearly defined their personal plots my first run.

I still maintain that chapter 8, all of it, is harder than chapter 6, any of it. Though I suppose if your default skill chain setup specialized in concussive damage and breaking armor. . .

I too was annoyed at first by the item selling limits, but you can deal with it by just throwing away worthless items like rings of health and anyting else from the first two chapters, and by always selling unneeded items until every shop's inventory was full before cutting off your ability to return to it.

When you say "one go", do you mean you actually killed the fortified armors with one attack, or just on your first try?
Davzz (2008-09-28)
"When you say "one go", do you mean you actually killed the fortified armors with one attack, or just on your first try?"

One attack, it dealt more than 2000 damage which was enough to take them down. I was pretty surprised myself too, considering how much trouble I had with them on my first run...
Mark Pay (2008-09-29)
Thanks for the feedback Davzz! It's always interesting to read. I like your party setup, and I'm glad to hear that it worked well enough.

"Also, timing it is important which is annoying, because a wrongly timed Explosive shell means you waste the "splash damage"

I think if it were made to always hit the next target in a row, it would be much more attractive to use.
"


Most skills risk being wasted if they're not timed properly, and I don't think Explosive Shell requires too much more care in use. I think the current distance-constrained check for splash damage 'feels' most appropriate. It'd seem odd ( almost lazy programming :) ) if it stretched to hit the next target.

"If you only had one Rifleman I don't think it's possibly to overdrive both Enpowder and Explosive Shell though.
"


No it's not, the Enpowder will expire after 75 cycles.

"Anyone with Empowder seems to spend their entire time using it, it's the most useful of the assistant skills IMO. I thought Ionae would make for my back-up Black Bullet user but I think the only time I used it was against the hallucinations in Chapter 8.
"


It's good I think, but only combined with concussive damage. The shortage of concussive-immune/resistant enemies helps.

"- The equipment which "Damns One" overwrites any existing Damn, which is annoying if you already have a better one in place.
"


Yes it is. The trouble is that there's only one stored value for Damn on the target and it would be difficult to add more and test for the highest.
Taking the next most complex implementation with a single value, and checking for an existing Damn before applying, might waste the effect by leaving a normal Damn just about to expire. Maybe a calculation of remaining effectiveness? I'll keep it in mind.

Spread-out MMF code is a tedious nightmare to maintain. :( I knew this going in and I've had to deal with it. I'll hopefully be avoiding this situation with my next project.

"- Bless and Damn were kind of useful, but only when in overdrive IMO. Also they don't seem to benefit much from skill points, Damn more so than Bless seems silly in that regard, because it goes up in single digits when you spend points on it. It would be nice if the percentage reduction went up when spending points.
"


Bless especially has the trouble of requiring a range of values smaller than the number of skill points you can spend in it. :/ I'm intending to ever-so-slightly buff it in the next patch.
As Brickman says, Damn is intended to be used with multiple following attacks. You can get about 8 in I think with the duration, and that single-digit bonus really adds up.
Increasing the percentage with points would overpower it, I think.

"- Equipment can give Chi to people who don't have it, although it doesn't seem to refill. Once you use it up, it's gone and it probably won't quite make a difference if you don't already have a pool anyway.
"


This is intentional. You should get a little bit of it back when a character recovers.

"- Didn't quite like the Ionae plot twist, I was... expecting a different revelation. I dunno.
"


I saw it more of a confirmation than a revelation. With both her and Batiste I had to make a choice on how hard to try and obscure their true nature in the early game. With Ionae especially I decided to not bother and run in the other direction, having fun with her blatantly odd behaviour and possibly planting the expectation that there *is* a twist.

"- Bitten Fields and Frostmaw Rinks are still the hardest part of the game. Vampire crypt thing was as easy as I remember it being during my first run though. The former should be toned down a little while the latter tuned up.
"


This seems to be a common feeling. I'm looking at tweaking them down a tiny bit.

"- I wish it was possible to sell items for money without merchant slots, because I had invested most of my cash in items and wanted to dump them for the superior ones at the last two merchants... but couldn't.
"


Yeah, me too. :( This is another one of those entrenched early design decisions that would take a lot of work for a small fix. In practical terms it doesn't make much difference because you only have to throw away cheap junk, but it is annoying.

"- Still didn't use Flashbang despite the slight buff it has...
"


Awww. :) It doesn't suck.

For Brickman:

"I was fine with Ionae's plot twist, but I was a little disappointed that her illusion taunts her with an insinuation about her choice being affected by being in love with PyanPau (he was my second party member the run I used her) which was more or less never explored (though it was somewhat visible at the ending), wheras Charlotte and Kaltos's love subplot nearly defined their personal plots my first run.
"


I hadn't actually intended this, though I'm certainly not opposed to it because they do make quite a cute odd-couple, especially in their specific dialogues in C1 and C4. Now I'm hoping that the C8 illusion dialogues aren't getting mixed up... :o
Brickman (2008-09-29)
Ionae's illusion taunts her that she gave up immortality "For what? To be violated by that human?" Seems pretty straightforward to me, but wasn't even vaguely hinted at before that point.
Rogue (2008-09-29)
"- Powder Imps and Smokescreen with two characters at the same time didn't work as well as I thought it would when I first started playing, the barrier isn't affected by Smokescreen. "
It would pretty much break the game if Powder Imps could dodge.

"- Surprisingly the MVP strategy of this combination was

Ionae - Empowder Charlotte
Enshandu - Bless Charlotte
Charlotte - Explosive Shell "

It's a good strategy, but I believe you would inflict more damage if you blessed Ionae rather than Charlotte. The damage that empowder does is increased more than the damage of explosive shell by leveling up, and thus is increased more by bless as well. I'm also not sure if going into overdrive all the time is the best strategy. Sure, you'll do a lot of damage when you attack, but you waste a good deal of energy in the process. I think it's only effective to go into overdrive against enemies who have very high armour (it's definitely wasted against enemies that just have resistance). I guess it might be important for the splash damage.

"- Bless and Damn were kind of useful, but only when in overdrive IMO. Also they don't seem to benefit much from skill points, Damn more so than Bless seems silly in that regard, because it goes up in single digits when you spend points on it. It would be nice if the percentage reduction went up when spending points. "

Bless is awesome, especially with Charge. For example, in West Ascension with my level 83 party consisting of Kaltos, Enshadu, and Charlotte, with proper equipment and optimized stats, a charged Thunderstrike deals 1264 damage (Kaltos didn't have the Strength Ring equiped, so this could be a bit higher) to the riflemen and pikemen. If you bless Kaltos, the charged thunderstrike deals 1838 damage, a 574 damage difference. This would be reduced if the blesser was angry, but it would still be very effective. Time doesn't reduce the duration of bless, only using skills that are affected by bless reduces its duration. Charge isn't affected by bless, and you can use attacks affected by bless 3 times, meaning you can use this souped up thunderstrike 3 times. Assuming that there are 3 enemies with no concussive resistance(no enemies in West Ascension have concussive resistance) the single bless you did at the beginning can potentially contribute to 574 * 3 * 3 or 5166 damage! Granted most enemies don't survive long enough for you to get the full benefit, but still.

Empowder further increases the damage of the charged thunderstrike to 2200 damage, the damage difference is 362.This only lasts for a single attack, in effect adding a 'mere' 1086 damage (though it's all dealt in a single turn, unlike the extra damage you get from bless). In addition, you can bless Charlotte, which further boosts the damage of the Thunderstrike to 2381, a difference of 181. I put out smokescreens to pad out the duration of the musketeer's bless (smokescreen isn't affected by bless) while protecting my team, and only empowder when my knight is using his charged Thunderstrike. This means bless can potentially contribute to an additional 1629 damage through empowder over the course of 6 turns.

Whether or not bless or empowder contributes to more damage in a single turn changes over the course of the game dependent on what equipment you have and what mood your characters are in, but bless is generally an incredibly good move to use on a charging knight, and pretty good for other uses as well.

I find Damn quite useful for bypassing Chi with magic damage. It's not essential (which is good for teams with PyanPau) but still helpful. Usually Chi users have low health so even small amounts of extra damage are actually significant.

"Meanwhile, Bless doesn't go up much with skill points too, but for some reason it seems that there are a whole lot of equipment with Bless, and they made up about a good 10+ levels worth which is much more than I would get from spending all possible points I could on it. Odd. "

Equipment is more effective at boosting bless than training, but I still think that the additional boost you get from training on top of the boost you get from equipment is well worth it if you use bless a lot.

"- Equipment can give Chi to people who don't have it, although it doesn't seem to refill. Once you use it up, it's gone and it probably won't quite make a difference if you don't already have a pool anyway. "

Chi is somewhat decent on musketeers if you have something that recharges it well. Their high dodge stretches it out a bit. I wouldn't recommend it for a knight though. Chi doesn't take advantage of their high defense, and they have so many ways for their real health to be recovered and protected that it doesn't seem worth it. A bit of chi certainly doesn't hurt though.

"- Didn't quite like the Ionae plot twist, I was... expecting a different revelation. I dunno. "

Ionae is awesome.

"- Bitten Fields and Frostmaw Rinks are still the hardest part of the game. Vampire crypt thing was as easy as I remember it being during my first run though. The former should be toned down a little while the latter tuned up"

In the Cristoff Family Crypt, if you like to empowder thunderstrikes or explosive shells and have a party built for it you're going to beat it quite easily. A team like that is pretty much tailor made to beat it, which is why it was so easy for you. I had quite a bit of trouble in that dungeon the first time through since I was using a defensive team, I had trouble finishing off the deep masses before they healed (I was playing on hard mode as well). I found the Bitten Fields much easier by comparison, though I did have trouble with Frostmaw Rink at first (defensive team... yeah).

There are many good strategies for beating Bitten Fields and Frostmaw Rink easily. After I was familiar with the game I only found Frostmaw Rink especially difficult with a three priest team on absurd mode. I do think that different strategies are needed that aren't used in the rest of the game. But I think it's good that it shakes things up a bit. It's true that some people have been having trouble, but it's one of my favorite parts of the game combat wise. For one thing I can't just plow through it with super charged Thunderstrikes like just about everywhere else.

"- Still didn't use Flashbang despite the slight buff it has... "

Flashbang was good before the buff, now it's just broken. Ok, slight exaggeration, but still, extremely fun and useful move. I don't know why people wouldn't use it.

"
I was fine with Ionae's plot twist, but I was a little disappointed that her illusion taunts her with an insinuation about her choice being affected by being in love with PyanPau (he was my second party member the run I used her) which was more or less never explored (though it was somewhat visible at the ending), wheras Charlotte and Kaltos's love subplot nearly defined their personal plots my first run."


"Ionae's illusion taunts her that she gave up immortality "For what? To be violated by that human?" Seems pretty straightforward to me, but wasn't even vaguely hinted at before that point."

What??? You seem to have completely misread the meaning of the line, which is said regardless of what party members you have. I believe the actual line was "You gave it all away Ionae, for what? So that you can be violated by this 'lowly worm'?". Granted 'lowly worm' is typical condescending demon speak for human, but Ionae just called her (or more precisely, Ick Thelloth) a 'lowly worm'. So when Dead Ionae said 'lowly worm', she was referring to herself, Ick Thelloth. And I believe violated means to be killed in a horrible way in this context. Dead Ionae wanted Ionae to feel as though she had given up all her immortality and power for nothing but misery and death in the end. She wasn't referring to the actual reason that Ionae decided to stay human.
Brickman (2008-09-29)
Err, yeah, that makes a lot more sense. A LOT more sense. Changes the meaning of her ending slightly (or possibly doesn't), but you're surely right. What can I say? Give me terms with double meanings in a story that's completely missing its love subplot. . .
Davzz (2008-09-29)
Thanks for all the replies guys, although I still can't quite see the use of Flashbang. I don't really know why.

Anyway, I'm thinking I should probably have named this thread something that can serve for future expansion, since I plan on doing more 2 class + 1 other class runs. Never really liked to do "3 same classes" runs except "3 Mages run" back in TSE 1 just because it was thought to be impossible but I want to see what happens to battles when you're missing some major functions, such as Aurora making you awesome at tanking magic attacks.

Ah well, I'll either add on it to this thread or make a new one when I get around to doing that.
Brickman (2008-09-29)
Well if you liked the three mages run, sharpshooters are effectively this game's mages. You get way too much dodge to really be true to the challenge, but you're still without nonitem healing, without chi and your armor sucks, so you may have trouble on some of the bosses.
Heresiarch Without A Hope (2010-04-02)
Thanks for this post. I just finished my first game with the basic knight/musketeer/priest set-up, and was interested in using this set up in a future game, but considered it a bit daunting not having a knight on board.

103-Sludge Barrier unaffected by Tstrike and Lucky Shot
Mark Pay

Mark Pay (2008-09-29)
Just as a notifcation, I found and fixed this today for 104. Introduced when I changed the code for these skills in 103. :(

Save Folder location preferences - thoughts appreciated.
Mark Pay

Mark Pay (2008-10-01)
For version 104 I have updated the save/load code to point to any folder. This won't effect existing copies, which will continue to save in the install folder unless you change game.ini.

I was wondering where people would prefer TSE2 to save to. There seems to be little consensus with large, modern commercial games, which spray files all over subdirectories of 'User'

At the moment I'm looking at 'My Documents/TSE2 Data'
instead of 'Application Data/Roaming/TSE2 Data' which is supposedly the 'correct' location to use but which seems to be a hidden folder on non-Admin accounts.

There is a 'User/Saved Games' directory, but I'm not sure whether this exists for XP or win98 ( checking now )

Any thoughts or other suggestions? There aren't really a lot of options on Vista. :(
Brickman (2008-10-01)
I know anything in User, My Documents and the like has the advantage of never tripping Vista's security flags, while anything in C does, so anything in that area makes sense. Personally I like being able to find my save files for games with a limited number of saves, including TSE2. Course, I myself already have the game itself installed in Users/MyName/Downloads, so I have no need to move it. Long as the current's still the default I'm fine. If you're just adding options, I think that User/SavedGames and something in MyDocuments are both good ideas (saved games is better for vista, my documents better for nonvista). Don't worry about stepping on XP's toes--you don't have to be able to use every option, as long as there's one that works for you.
Mark Pay (2008-10-01)
Thanks for the help Brickman. I'm leaning towards My Documents\My Games\The Spirit Engine 2 at the moment. There's a number of big commercial games that save there, and it'll work for XP and 98. I also found a related discussion on RockPaperShotgun that was helpful.

It'll be a tag in game.ini, so a user will be able to set it to save into any folder. But since a non-admin Vista account won't be able to change the default game.ini, the default location value needs to be as good as possible.

Version 104 Release Candidate
Mark Pay

Mark Pay (2008-10-05)
I have just finished my own testing of version 104. This patch has taken especially long because I have rewritten the save/load code to work on non-admin Vista accounts, and optimized it at the same time. I've also been unable to resist the urge to slip in some alpha blending on the edges of some graphics that I thought needed it. :) Both this and the save/load optimizations were not possible until I upgraded to MMF2 shortly before release. The result is unfortunately a 48 meg patch. :/

I've been back to test on my old XP machine too, and I realise I've already forgotten how much better the game looks running at fullscreen 4:3 on my CRT. I wish I could still get the game to default to fullscreen, but widescreen support using MMF is so problematic.

The patch to 104 is available here:

http://www.thespiritengine.com/Files/TSE2Patches/Patch-TSE2-103-to-104.exe

As usual, I would be grateful to anyone who could install the patch, keep playing normally with it, and let me know if anything new and wierd occurs. It shouldn't, but my own testing resources here are limited.

Please back up your game folder if you choose to install this patch.

The changelist is as follows:


Change List for TSE-2 version 1.04
---------------------------------------------------

Bug Fixes:
----------------
- Fixed an issue that could cause elements of a few battles to behave incorrectly if the user quit to the menu whilst they were in progress, then returned to them.
- Fixed an issue that could allow the user to trigger 2 pieces of music at the start of a level.
- Fixed an issue introduced in 103 that caused Sludge Barriers to be unaffected by Thunderstrike and Lucky Shot.
- Miscellaneous other minor fixes and tweaks.

Changes:
--------------
- Made the data directory variable. Previous versions that have been upgraded will continue to use the subdirectory of the install.
A user may change their data folder by opening /Data/Current/game.ini and changing or adding the following line:

Data Directory= ( Use the installation folder )
Data Directory=APPDATA ( Use the user's AppData folder )
Data Directory=MYDOCS ( Use the user's My Documents folder )
Data Directory=C:\Directoryname ( Use the specified folder 'C:\Directoryname' )

- Optimized save and load code.
- Some small tweaks to skills and monsters.
Myrph (2008-10-05)
So, whats the chances of worryingly fatal updates this time? ;p

Downloading the patch now, and will see how it plays out ;p

Edit: Okay, so I've just installed the patches and now my game is telling me I have no save files... Obviously its not the case, they're just not where its looking for them, but its frustrating having to adjust the .ini file to make it look back where it was originally...

Just thought I'd point that one out ;p Hopefully the rest will be okay ;p
Mark Pay (2008-10-05)
I'm very sorry about that Myrph. The patching utility is not behaving correctly. I explicitly told it not to update game.ini, but it is anyway. I'm quite angry with it, since presumably it has also been overwriting the user settings in all previous updates despite my instructions. But at least now I know where I stand if I use it for future patches.

I have managed to force it now to ignore game.ini, and updated the patch version online.

If anybody else installed the original patch, editing game.ini and deleting the line 'Data Directory=MYDOCS' will point the game back to your original save folder. There shouldn't be any need to reinstall your game.

I'm sorry again for any inconvenience.
Myrph (2008-10-05)
Nah, that's not a problem mate! I'm just glad I had an idea why it was misbehaving and could deal with it! :p

Sorry to hear its not doing what its supposed to be!
Mark Pay (2008-10-06)
Thanks for checking it out Myrph, I appreciate your help. It's Murphy's law - no matter how hard you search, there's always at least one problem that hasn't been found, and it shows up the second you go live. :)

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.jpghttp://img78.imageshack.us/images/thpix.gif
http://img256.imageshack.us/img256/3443/tseita3ud5.th.jpghttp://img256.imageshack.us/images/thpix.gif
http://img82.imageshack.us/img82/6083/tseita2xg9.th.jpghttp://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 :]

Awesome Game - Just found in the computer mag.
eecash

eecash (2008-10-25)
I was sitting at my work and decided to go check out the new magazines like I always do. Saw something about this game on the CD that comes with the magazine so i bought it, stuck it in my work computer, and played the entire demo 3 times.

The computer mag guys were right, this game is awesome.


I like the game so much, I want to make sure you have the money to make another one! :lol:

Just bought my copy, fast email response!
eecash (2008-10-25)
I didn't see any posts on here about you guys getting the game into a magazine.

It was Maximum PC Magazine.

Quote from Max. PC Mag
"This side-scrolling adventure/RPG title is as pretty as it is fun - we wouldn't put a demo on the disc if it wasn't worth the time!"

Pretty popular magazine
Mark Pay (2008-10-25)
I didn't know about this! It used to be that magazines would contact you when they put your demo on their discs. ( This was usually the right moment to try and blag a free copy from them ;) )
I see that Maximum PC is made by Future Publishing, so I'll have to see if there is a copy on the shelves of my local newsagent.

Thanks very much for letting me know about this Matt, and for picking up a copy of the game. I hope you enjoy it!

Looks nice
Zanyth0x42

Zanyth0x42 (2008-10-25)
Just purchased it off Stardock after seeing their news about it, I am still downloading the game but I'm definitely looking forward to it, I miss the old console RPGs! I'll post more about what I like after I've played it

Very happy to support a private/small developer and hope the purchase helps you continue developing games :)
Zanyth0x42 (2008-10-25)
Playing through until the first boss, the artwork is very nice

The combat system seems unique to me as well, and I'm liking how it's set up, it's a nice change (it's also really neat to be able to have my fighter character 'tank' the creatures by standing at the front)

Storyline has been great till that point as well, very well written!

And as for the music, it's been wonderful so far, compliments to all the developers/composers :)
TwiTerror (2008-10-26)
Your words are extremely kind and we're glad you enjoyed the experience. Thank you so much!
Mark Pay (2008-10-26)
Thanks for your support Zanyth0x42. Stardock have been good to work with so far, and they seem eager to have a solid line-up of independent titles.
Unfortunately they don't give the same instant information on sales, demo downloads and page views that I am able to get with my hosting here and with BMT Micro. So it's only by forum posts that Josh and I can get an early idea of what the response to the game has been like on Impulse.
Please let us know if you have any other feedback, good or bad.

How it all started
DBAce9Aura

DBAce9Aura (2008-10-29)
Okay, we all know that both of the TSE games are great, no question about that. The question, however, is what inspired Mark Pay to create such games in the first place, along with how he came up with the settings for both titles?
Mark Pay (2008-10-31)
The Spirit Engine 1 was inspired by Seiken Densetsu 3. At the time I was working on a platformer which failed for a reason I can't recall, and I was also playing SD3 on an emulator. I was disappointed that the real-time combat system in SD3 still had to be interrupted every half second to scroll through several menus and activate an item/spell.
I thought perhaps I could combine the two genres, and remove a lot of the pausing. TSE1 was made without any other plan and it shows. It's a mix of fun, random settings ( The Wild West, Transylvania, South America, The Middle East, a skyscraper ), a meaningless plot, a combat system that is a prototype at best and some awful coding.

The Spirit Engine 2 was an attempt to improve on TSE1, with some forward planning and the lessons learnt from the first game.
The setting is vaguely based on England and France in the English ( technically British ) Civil War and Napoleonic periods. They're fantastic sources of inspiration and I regret that I was not able to devote more time to research and world-building.

Geographically - Lereftain is equivalent to the United Kingdom/Great Britain in the 1700s/1800s, Amara is equivalent to Scotland/Ireland and Yaegara is France, though the same relationships exist in so many other parts of the world.

I like science fiction a lot, and not much fantasy, so the underlying foundation and destination of the story became a science fiction one. I think it's fun to form fantasy worlds out of unsual premises.

The major themes are, I suspect: history and memory, real or fictional, individual or cultural, and how our thoughts and futures are shaped by them. The conflict between unionism and separatism. Nationalism, propaganda, immigration, imperialism, colonisation.
As a young, white Englishman living in the 21st century these are issues of the past, present and future which seem both very relevent and yet easily ignored. The legacy of the British Empire is so enormous and means so many things to so many people, most of them negative and many of them still a current concern. It was especially interesting, several years after I wrote the script, to be living and working in Ireland, where I had a good time and was made welcome.


On a per-chapter basis:
-----------------------------------

Chapter 1 is derived visually from the purple forest in Seiken Densetsu 3.

Longreach in Chapter 2 is based on Napoleonic era fortifcations, but a lot taller ( and hence defeating much of the point of those earthworks ;) ). We have several good examples near where I live at Chatham and Dover that I visited when I was small.

Chapter 3 probably draws inspiration from my trips to Welsh slate mines and canals as a child, with some Hellboy ( and by extension Lovecraft and folklore ) thrown in.

Chapter 5 could be considered an uneasy mix of Hiroshima, Pearl Harbour, September 11th and War of the Worlds.

Chapter 6 is the second half of Chapter 1 of TSE1 redone, with added vampire. Count Cristoff was going to be an optional side-quest, but in the end I could not justify spending so much work on such a large diversion when the rest of the game is so linear.

Chapter 7 was originally going to be a far more traditional European/Japanese woodland, with lots of magic and mystical nonsense. I did a lot of backpedalling to normalise the setting and remove many of the magical elements, but I think that the narrative in this chapter suffered for the change in direction.

Chapter 8 came from a visit to the London Aquarium. Fish are great, and pretty much anything floating around in our seas is wierd and alien.


Per character:
----------------------

Kaltos is a retired mobster. I really wanted to do more backstory for him, go more 'Road to Perdition' and 'Cowboy Bebop'. Alas, so little time. :(

Ionae was partly intended to be a cheerful mockery of all those smouldering, goth, part-demon bad-asses that turn up so often in anime and bad sub-Tolkien fanfics. She is in contrast a physical coward and hypochondriac, and pities the fanboys who follow her around. In practise, I think it was impossible to entirely deflate the attraction of the original concept. I'd like to think she gets the best of both worlds.

Mericious is a more nuanced version of Clemetas from TSE1. I love righteous, ass-kicking clerics. :) I also wanted to write a sincerely, positively religious character because religion is usually treated so badly by RPG writers. I'm not religious myself, but I admire many rational Christians and wonder how they reconcile their faith with reality.

Ferwin was an attempt at a traditional fantasy, perhaps almost Jane Austen-esque romantic lead. I'm terribly unromantic myself, so I found it difficult! I really enjoyed writing his Chapter 7 stuff though, and wish I'd been able to keep Marie around for longer.

Charlotte is a little like a failed Pop Idol contestant, who chased celebrity without talent instead of an education and has to live with the consequences. Current social commentry ahoy! Visually, she's a mix of Chun-Li and a Jim Lee Rogue.

PyanPau is clearly modelled on a Buddhist monk, the problem being that I still know almost nothing about Buddhism. ;) His side story comes from my frustrations trying to find an original project topic for the third year of my Computer Science degree.

Denever is modelled ( visually and in spirit ) on a fantastic WWII British commando veteran I saw on a documentry, who even in his old age was cheerfully re-enacting his raid on a town in Holland.

Grace is a little bit of a female Oliver Cromwell, without any political or religious motivations. Perhaps also some commentary on the push for equality in some unpleasant professions having a more positive effect on the institutions involved than the individuals who are supposed to benefit.

Enshadu is based on the main character from the episode of Babylon 5 - 'Passing Through Gethsemane', a murderer who is mindwiped and becomes a priest.

Jaques is a mix of James Bond and Kenji Murasame, the french agent from the Giant Robo series who cannot die.

Clay 13 is a lot of Lennie from 'Of Mice and Men' That was the only good book I read at school.



I hope this was of some interest. I enjoyed writing it, since I haven't done a proper post-mortem of the game yet.
If you have any specific questions, I would be happy to try and answer them.
ROD (2008-11-02)
Thanks a lot! It´s all very interesting indeed
I´d like to learn more about your inspiration/concept /approach (whatever) on creating "your" flora (especially trees and forest)- is it an important issue to you?

My experience with computer games is that I hardly if ever take any pleasure in the design of trees or plants - it´s noteworthy that TSE 1+2 are big exceptions. I remember my very 1st TSE-playthrough: I got stuck badly in the Mango Republic Jungle but never got bored of the scenery. And TSE2 Chapter 1 Night Forest is breathtaking (I missed it in chapter 2 and was reminded of that in Chapter 8 - that´s the biggest drawback in this great beautiful game for me)

So it´s funny that you name another computer game as source of inspiraion - I´ll try to find some...what was it?... Seiken Denetsu screenshot
Mark Pay (2008-11-02)
This is the best image I can find right now:

http://www.coolrom.com/screenshots/snes/Seiken%20Densetsu%203%20(2).gif

I love drawing rocks and moss and plants. There's something very pleasant about them and the strange, random, crazy movements you have to make with a mouse to try and simulate natural textures on a pixel level. I often wish that I was able to concentrate just on the art.
I didn't use any direct photo references because I find it boring, but the work usually suffers as a result. :/
I keep buying wonderful natural photography books in clearance sales at bookstores which I mean to use for reference. In the end I just enjoy looking at the pretty pictures! There's nothing more beautful than nature, you just can't beat it
monsoonasiian (2008-12-14)
I do love all the artwork you've put into TSE & TSE 2 so breath taking. i always liked the jungle scenery always so lush green hehe. I like grass fields a lot just want to just lie down in one. Should go to England sometime for a holiday, just to lie down in the grass fields. :D :D i would like to ask what was your inspiration for the sky children, and the rakari ??? one more thing why didn't we get a chance to kill any keepers ??? , those guys would have been great to fight.
Mark Pay (2008-12-17)
You would have to hurry monsoonasiian. Our beautiful little island is being slowly smothered in concrete and asphalt. :(

I can't recall any direct reference for the Cloud Children. They're mostly a bunch of tentacles crossed with a sunflower. The rough face shape for the Rakari was inspired by a piece of art I saw on conceptart.org, long ago.

The Keepers ended up victims of a common RPG trope - build up a villain in the expectation of a climatic fight, then have them killed off by an either bigger threat.
GiB (2008-12-17)
I've finished the game some time ago and I really like the man kind's ancient history.Do you get some inspiration for it, or you wrote it on your own?

"
You would have to hurry monsoonasiian. Our beautiful little island is being slowly smothered in concrete and asphalt. Sad "

What do you mean?
monsoonasiian (2008-12-20)
i would like to say sorry for not sticking to the forum rules i should have wrote my comment in detailed spirit engine talk, it was a spire of the moment thing hehe :lol: :(
Smoogle (2008-12-24)
I have a dream that Mark will one day create a RPG for xbox live arcade...it's desperately needing one
Mark Pay (2008-12-25)
"Quote:

You would have to hurry monsoonasiian. Our beautiful little island is being slowly smothered in concrete and asphalt.

What do you mean?"


There's a lot of building work still going on here. Shopping malls and housing estates thrown up in an area that already suffers from unemployment. It's not really a new phenomena - like most of Western Europe, South-East England used to be covered in forests until people found that wood makes rather nice boats and houses.
I'm glad that I live next to the sea. It's much harder to build on that. :) Hopefully the recession will put a temporary stop to this reckless growth.

"I have a dream that Mark will one day create a RPG for xbox live arcade...it's desperately needing one"

I'd like to. The console publishing process is rather more complicated though.

all to quick
monsoonasiian

monsoonasiian (2008-11-14)
omg TSE2 is godly it is beautifully done to the finest detail i no u heard this before but who cares, but i have one issue i feel the game is going to fast even my little brother thinks so he got to world 8 in half a day the journeys nearly over, i felt TSE had a longer journey feel but thats just me.









ps TSE2 is awesome :D :D

need help
monsoonasiian

monsoonasiian (2008-11-15)
im in world 8 and vsing the ghosts Im finding it very hard to kill enshandus evil version the other two are quite easy, u guys got any tips
ROD (2008-11-16)
With Enshandu I found that hard, too.
Your advantage in this fight is that your characters can assist each other.
So I started with Enshadu helping the others (Bless, Heal) - until he got knocked out. When defeating their counterparts, the other two could assist him (I used Smokescreeen, Enpowder and Fortify) while watching also the clocks. Timing was crucial of course.
Since Enshadu´s twin is able to recover it took a very long time - he fell about twenty times - but it worked in the end.

I think Smokescreen can be especially useful here.
Brickman (2008-11-17)
Yeah, since he doesn't have trick or skill-based healing available Enshadu's Enshadu has the hardest illusion fight of any character. The key is smokescreen and timing. Since I don't think his doppelganger can heal above his maximum, try beating down both the others and charging up a full 80 energy (and maybe some overdrive) before attacking at all, and if it looks like he's about to go down let him and hold your energy until he stands back up. Sprite summon might help, if you use it, but its effect comes over time and chi doesn't stack well with fortify. Don't forget enpowder by the way, especially if you're using strike. The saving grace in this fight is that you have pretty much as long as you need to do it, since the other two doppelgangers can be knocked back down in one attack when they revive.

Also, ALL the illusions can heal, but they will only heal themselves if their respective party member is knocked out. Enshadu's just the one you're most likely to see.
monsoonasiian (2008-11-20)
Thanks for the help guys but i found it was quite easy to take his double down first, with strike and get enpower to buff it up coz the other two can hold out quite easily by them selves, then i would heal and wait for his double to come back and repeat until all dead, great strat guys

Hats off to the developer!
Galvin

Galvin (2008-11-19)
I've never wrote a thank you thread to an entire game dev team before; that the game was developed through the efforts of a single person makes it easier to do so, and all the more impressive to me. I felt compelled to do exactly that however so a big 'this game is awesome, thank you for making it!' to you sir and now I'll ramble on about what I love about this game!

(A warning to those who have not played - there are minor spoilers below).

The graphics are excellent. They endear me to the game world and give it it's own personality. That every person I meet has a name and face (even though characters that are not essential to the plot) instead of just 'Guard' is unique to me as well. I love the background animations and effort that went into creating the world a few points really stood out for me. The Cultists who gave themselves to the Crone - how they would walk past you while you were fighting the demons instead of helping infurated me (those pretenious BASTARDS!). The military outpost of long reach with army troops marching in formation and the Forests in chapter 7 with the mire and mists everywhere. All wonderfully done.

The character's animations and facial expressions I like as well. As Mericious, Charolette, and Denever have been my choices for the first play through I like all of them (Mericious especially) and the portraits remind me of the Final Fantasy series. The character interactions with each other are believable too - they don't seem to be made of paper. I became a quick fan of Mericious in particular - as I used to be a devout Catholic who has had to deal with some difficult questions in recent years (and some of the answers were ones that surprised me). I had read that you wondered if you got that character concept right - I'd like to tell you that I certainly think you did! The most touching moment was him praying when waking up in the tavern (chapter 6 I believe).

The musical score is beautiful and I've not stopped listening to it for the past 3 months since I bought the entire collection. Urtat the Unbeatable is my favoriate track (I believe that is the name), although I enjoy all of them (they keep me occupied at work).

Combat is incredible. It is actually challenging (rare that I find a game a challenge these days) and I find myself wishing that while I could just have the characters use the skill chains I developed I must adapt to each individual battle as they are all difficult to beat (even the non-boss battles). Some party chains though have seen me through entire battles and I always feel so proud of myself for coming up with them.

On that note the enemy creatures are well thought out and have forced me to recognize what they do and react appropriately. The mimics in the forest stand out in my mind as one of the most dynamic - teaching me how to 'mix up' my tactics based on the damage I needed to do and absorb as well. The snow... totem... thingies were another that confused me at first until I realized they only struck the player in the back of my line - this helped me cycle the Auroa shielded party member back there when I encountered them.

If I was to complain about anything it's that the game is so wonderful that it is over too quickly. I am at chapter 7 and judging from my level I can tell I have one or two more chapters to go; which is a shame, as I'd like this to go on for pretty much three times the length or more! (I have 'started over' with the same characters 3 times now before beating the game as I just want to experience it over and over again and perfect my skill chains!) I realize this is me being selfish however and doesn't detract from the experience at all - it's just that good that even 40 hours of play would leave me wanting more.

And now a question if I may. I wish to purchase this game for some friends of mine as a Christmas gift. I do not recall a 'gift' option during my sign up months ago for the game - am I able to buy it and use my friends eMail as the recipient?

Again, hats off to you Mark. This has been a joy to play.

(EDIT: As I suffer from partial dyslexia sometimes I make typos - fixed them all I hope!)
Mark Pay (2008-11-20)
It is wonderful to hear that you are enjoying the game this much Galvin, and I thank you for taking the time to make this heart-warming post. Such responses make the long and difficult process of development worthwhile, and are what I believe every developer hopes for.

Regarding gifts, I think that specifying an alternate email would work fine, though there may be a short delay for some free addresses like Yahoo. Unfortunately there are no more appealing methods of delivery at the moment - the CD option from BMT Micro has only functional packaging as far as I am aware.
Galvin (2008-11-20)
Thanks for letting me know Mark. I'll be purchasing this game another two times either this or next week then - and again thank you so much. I've not played such a fantastic game in a long long time.

Unreleased Music
TwiTerror

TwiTerror (2008-11-21)
Here is all of the unreleased music from The Spirit Engine 2:

[url]http://www.syntesis.org/bank/The%20Spirit%20Engine%202%20-%20Unreleased/

My favorites are:
Ascension of Batiste
Miniboss Battle~~ (replaced by Falling of the Ice)
We Keep on Fighting (replaced by Crimson Limit)

-- Info:

Ascension of Batiste (Unreleased Track)
Unused... (but actually there is a bit of this at the end of the credits)

Bomb in the Barracks (Old) (Unreleased Track)
This version contains a sample of a military officials on a radio which was inappropriate to the setting

Confrontation at the Mind's Core (Unreleased Track 1)
Originally this track featured a more prominent urban drum beat, it didn't feel appropriate in hindsight.

Confrontation at the Mind's Core (Unreleased Track 2)
So the next attempt was this more intense cinematic percussion attempt and then distorted drums. In the end, it was subtle combination of both of these that worked.

Deathly Descent (Unreleased Track)
This was originally for the scene where the airship crashes. The intensity of the track didn't fit anywhere, though, in the end.

A Lost Dream X (Unreleased Track)
I wrote this ages and ages ago, before this track was really fleshed out. Talk about misused instrumentation! I had wrote this before I really started to dig into the scripts and stuff.

Mammarian Warsong (Unreleased Track)
This was originally for the battles in Chapter 7 in the jungle. Suffice it to say, this didn't show up in the game. This does feature some interesting vocals though.

Miniboss Battle ! ~~ (Unreleased Track)
I'm not sure why I like this so much, but I definitely do. I think the orchestration here is a bit stronger then in the version in the game, but the guitars kill it.

Misc Hymn (Unreleased Track)
Originally drafted for somewhere in Chapter 3 with the cathedral or potentially even for the opening of the eye (which I had originally imagined to be a ritualistic scene). (This is actually the reasoning behind the name of "Into the Eye."

New Dreams (Unreleased Track)
Ah, I like this until the strings come in. Bagpipe-tastic.

Out Worlders (Unreleased Track)
The version of this in premonitions was one of Mark's favorites so I tried to flesh it out. Didn't work.

Prayer to the Aulder (Unreleased Track)
This was intended for a ritualistic scene in Chapter 9 where the Aulder ruins were opened for the very first time.

Tears of the Moon (Music Box) (Unreleased Track)
Tears of the Moon (Unreleased Track)
This was the original theme of the game and was written for string quartet. It is heard as an underscoring throughout many many tracks and is featured in the Game Over music now.

Waking Up At The Inn (Old)
I just ended up just rescoring this to be more relaxing and less pragmatic. Mostly the same though as the version in the game.

We Keep on Fighting (Unreleased Track)
A way too intense and into-it battle theme for its original intention of Chapter 1 - although I personally really like this track it was not destined to go into The Spirit Engine 2.

Enjoy.
Niahak (2008-11-22)
This is great stuff, thanks for sharing it! :)

I like We Keep on Fighting especially, but it does seem like it would've been overly intense for Chapter 1.
Mark Pay (2008-11-24)
This is fantastic Josh, thanks for posting. :D

I especially miss 'Ascension of Batiste', Outworlders' and 'Tears of the Moon'. 'We Keep on Fighting' is epic and awesome too, but I wasn't too keen on the electronic sound for the setting.

It seems crazy to leave these great tracks out in retrospect, but their place was taken by other pieces.
Rogue (2008-11-24)
"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. "

I am a fan of epic final battle music. Why isn't this included?
TwiTerror (2008-11-24)
Oops, I forgot these!

A Fight Begins
Completely inappropriate battle music! It's got Tears of the Moon in it though (;

Black Magic (Old)
This is the same track from "The Spirit Engine OST" marked as a bonus remix track. It's not intense enough imo.

A Lost Dream (Vocal Test 1 & 2)
My good friend Espen Gätzschmann from Trax in Space helped me put these together which eventually convinced me to purchase the vocal library and do it myself. The bagpipes from Vocal Test 1 were very inspiring (if you hadn't noticed).

In Externum Deus
It's epic, just not epic enough.
GiB (2008-11-26)
My favourites are Tears of the Moon and A Battle Begins.I think it is really sad these beautifull creations are not included in the game.I have nothing more to say.
FurryRage (2008-11-27)
hehe, thanks a lot, I was looking forward it since you told you were going to put them online someday.
I already liked the first two a lot (we keep on fighting and a lost dream w/ electric guitar)
Now I'll listen to the others.

Delivery failure: Mark's Email
garion333

garion333 (2008-11-27)
I just wrote a rather long email for Mark and the email keeps getting kicked back to me.

I'm attempting to send it to markpay@thespiritengine.com. Am I just retarded or what? ;)
Mark Pay (2008-11-27)
Sorry about this. I forgot that an address was listed on my member profile. I just used it as a placeholder when I set up the forums and it doesn't exist. It's probably on plenty of spam lists by now. :)

Please try http://thespiritengine.com/Images/mailaddress.png instead. ( that's all lower case with full stops where the dots are ) Thanks!

Yet another post-game rave
Some Guy

Some Guy (2008-12-04)
I got TSE2, but put it aside for a while after playing it once. I played the original Spirit Engine and found it extremely hard to get into, not for the plot or story, but the gameplay. In fact there are several people here and there who haven’t played the original simply because it was a little user unfriendly. Not and turn-based RPGs are something of a niche market, and though TSE is all about condensing the tedium of turn-based into a pure strategy affair the game still had a daunting difficulty curve, however meticulously designed it was.

It was because of my initial reaction to the first game that I put TSE2 on hold for such a long time. Although, when I actually got into it I put all the other games I was playing at the time to the side (Fallout 3 and Tales of Vesperia) just to get through it. I feel an amazing amount of pride in completing the game, but moreso that such a game can exist as, TSE2 in my opinion, is a high caliber RPG trumped only by the best of the best RPGs have had to offer over the years. It’s a shame Mark doesn’t promote the game more as, TSE2 is far better than “Barkley Shut Up and Jam: Gaiden” or the Aveyond series.

Despite my glowing praise I do have a bit of criticism, although they are mostly negligible. Psychonauts is a good parallel for TSE2 as both games are rough around the edges, but those willing to put some time, effort and thought into it will be well rewarded. That said I feel most of TSE2’s problems stem from its console RPG heritage, but I’ll be getting to that in a bit.

Presentation:
The original Spirit Engine was a very pretty game, and TSE2 is no different. The menus and UI are all easy to read and logical to use, though they seem a little plain, they get the job done and admirably, which is extremely important for an RPG as you spend a good amount of gametime navigating these menus. I think my only complaint is that I wish I could compare equipped items to buyable items.

The backgrounds are extremely beautiful and detailed, and you can definitely feel the love and polish that went into them. The animations where all unique and competent, although the running and walking animations suffer a bit (as the characters never appear to run, but lean forward and shuffle somewhat.) Also there are some anatomy issues, mostly on facial art as a characters’ eyes, nose or mouth can shift around at odd places. To Mark I would say a little more life drawing sessions will propel you into some great places, as I can see you already have a mastery of ambient lighting, shading and texture. The game has it’s own distinct style and flair that I feel suits it like a dream.

Sound:
Great music and great sound effects (although I think I found a bug with SFX not playing right somewhere around C4-5, but I don’t remember all the details sadly. Something to do with a skill chain involving Swordfaith-targeted enemy when no enemy is selected. Or maybe I’m imagining it?) Needless to say, the sound is amazing (though, sometimes Josh makes strange instrumental choices, like the song for Dragon’s Gate, which was a little confusing, but damn catchy.)

Storyline:
This is, what most will agree on, the most important part of an RPG. I knew there was a total of three sets of three characters, and that dialogues and stories for each combination. I expected that each story would be pretty identical, with only minor differences depending on which characters I chose, but I was delightfully surprised to be wrong. My initial play through was with Kaltos, Charlotte and Enshadu, and in my mind they will forever be the real heroes, and I like that. Unlike other RPGs with multiple characters and interaction; every dialogue in TSE2 feels natural and unique.

But the story started to feel weird near the end of the game, and sometimes the monologues the characters go through are a bit beginner level in my opinion, although they’re all handled with a bit of reasoning (and humor, similar to Kaltos’ final monologue at the end of the game), they still feel like a crutch. I think with a little bit of work and ingenuity you could’ve explained how the characters feel by showing us instead of the characters telling us. And I know you’re capable of it having seen how you’ve handled the rest of the game.

Although it is common in RPGs, and it is very opera-esque, it did pull me out of the experience somewhat.

Lastly, I wound up confused by a lot of key story points. For example I originally thought Batiste had two red-headed helpers, but then it turns out he had three. I also was confused about that last girl killed in the Enclave’s town, the difference between the Keepers and that other purple-robed cult, and what the hell Clay 13 is. I suppose if I played another character’s story path, or the original Spirit Engine all the way through I might know, but nevertheless it’s vital information I think.

Lastly, seeing Enshadu take off his mask at the end would’ve been awesome. I feel you have your reasons, but after Charlotte and Kaltos got together I really longed for, and expected it.

Gameplay:
This is probably going to be the longest section, and it feels bad since I’ve already written so much. The game, as has been said before, is incredibly well-balanced, and that in itself is no small feat. I can only hope that my own games can be as well balanced and carefully planed out as yours.

However I found the game very hard to get into initially, despite how user-friendly GUI is, and with the tutorials, I sort of had to learn a lot of the ins and outs through touch and go. And even then I know I haven’t learned all there is about the basics. Energy confuses me, and while the system mentioned that a character can run out of energy I never saw or realized if such an event occurred. As an extra aside: I feel a full black bar for energy would be a nice addition. Like, an empty black bar that slowly fills with the green energy so I can better tell if an attack is about to go off or if I have time to change it, etc.

There’s also a lot of customization with skills and skillpoints, and the game encourages playing around with them, but I never really felt much of a difference between the skills. There are also the four damage types, but combat goes by quickly, and even on the slowest settings it’s hard to tell who’s doing what damage where. Also the inclusion of two percent values for defense still confuses me and I have no idea what they mean.

I should also state that I expected to be able to come up with a strategy ahead of time and simply plow through the battles, but this wasn’t the case. At first I was a little angry, and confused as to why it was getting harder and harder to kill enemies. I was also upset because it felt like pre-creating chains was useless later on since I didn’t know what enemies I had to face in the next battle, and by the time I knew I was already in combat and couldn’t escape.

There were many times where I would get into unending loops where the enemies would heal themselves faster than I could attack them. I feel foolish now that I know speeding up combat is usually a bad idea, but I also feel slightly cheated since I wasn’t informed combat speed doesn’t scale attack animation accurately. Once I started slowing down and just getting messy with attacks things got a lot easier and I could beat the game, though I never had to use skill chains except a single one for defense and healing. Often I would manually change attacks as battles went on, making my own chains based on what was going on in the fight. An option to create skill chains in combat would be very nice, by the by.

TSE2 functions a lot like a console RPG, but deep down it feels more like a RTS. In an RTS I can change tactics on the fly based on what’s going on in the game, but it feels a little stiff to do so in TSE.

Conclusion:
Anything else I could say would be unnecessary as they’ve been said over and over again by many before me. Congratulations on a game well done Mark, and I hope for nothing but the best in your future endeavors be they game related or otherwise.

-From
Some Guy
Brickman (2008-12-05)
In case you're wondering, the plot has no connection at all to the first aside from perhaps having a similar destination. It doesn't even take place in the same setting. There's also not much about the main plot that you'd need to play everyone to see; other than a very occasional extra conversation like Grace's comments after talking to Batiste, the characters will help shed more light on each others' plots and obviously their own but you can pick up the main storyline in one go. It was intentional that there were certain questions left unanswered by the end, such as where Clay is from (though attentive players will note he's identical to the robot that attacks you in chapter two in the Aulder Ruins). I'll admit the triplets were kinda confusing. I don't see what's confusing about the girl killed in the Enclave's town, and it seemed pretty clear to me that the keepers and the cult from chapter 3 were completely unrelated. As for Enshadu's mask, anything that could've been under there would've been a disappointment and you know it.

Also, this continues the trend of almost everyone gravitating to Kaltos, Charlotte and Enshadu as their first party, despite not being the default. Which is good, as they probably have the best-interlocking stories of all the possible choices (I've played every character once, though that obviously means I don't get a chance to see, say, what happens with Charlotte and Mericious in the party).
Some Guy (2008-12-05)
I wasn't expecting the main plot to have anything new, just the stories of the characters. I figured the rest would have their own problems they deal with and that those would be as interesting as KCE's.

A lot of questions might've been intentionally left unanswered, but from a storytelling standpoint I don't see them as all that wise decisions. Usually an author will leave a questioned unanswered if it has nothing to do with the main plot and if the question is irrelevant. I think Clay is an important enough character since all the major characters interact with him at some point, and unlike the twins or Batiste's tutor he's obviously different and that's why I think an answer is needed instead of no answer. I think Mark might not've had time to implement that explanation, and if he did I'd say it's a critique against his writing.

There's another thread where people discuss the confusing nature of the girl killed in the enclave town and Mark mentioned possibly fixing this. As for the cult in chapter three it does become apparent that they aren't related to the Keepers, but cults in RPGs are a dime a dozen and I think a little more clarity wouldn't hurt.

I think you're approaching the Enshadu identity thing with great expectations for a plot twist or something, I'm not. I'm not expecting a Samus Aran or anything, but the question will always be there, and it does lend itself greatly to the notion of closure. Furthermore the style of TSE2 doesn't lend itself to wild plot-twists, so it's not as if the players would be expecting to find out "Enshadu's actually... A woman!!" or anything.
Mark Pay (2008-12-07)
Hi Some Guy. :D Thanks for making such a detailed post, critiques are always welcome. I'm sorry that it has taken me a few days to get back to you. I needed to set aside some time to write a decent response.
I'll try and use the ever-so-slightly rude quote/response format here.

"That said I feel most of TSE2’s problems stem from its console RPG heritage"
( Possibly of interest ), I think that Seiken Densetsu 3 is the only console RPG I had properly played before making TSE-2. I'm not quite sure what does says about the end result.

"although the running and walking animations suffer a bit (as the characters never appear to run, but lean forward and shuffle somewhat.) Also there are some anatomy issues, mostly on facial art as a characters’ eyes, nose or mouth can shift around at odd places. To Mark I would say a little more life drawing sessions will propel you into some great places "

Yeah, this is where the absense of a formal art education becomes a problem. All of the movement animations are 4-frame too, and some of the walk animations, especially NPC, are abysmal. I tried to eliminate inconsistency between concurrent character portraits, but as with most elements, the time to do it rigorously was short. I really hate drawing from reference, even for educational purposes. It makes me feel like a human photocopier. I like to draw largely by trial & error iteration - error-prone and time consuming but much more fun.

"although I think I found a bug with SFX not playing right somewhere around C4-5, but I don’t remember all the details sadly. "
The upgrade to MMF2 was actually made because it would give us better sound control. Unfortunately, it bollocksed up some of the sample playbacks, though I haven't heard that one myself. I've never understood why audio tends to cause more technical problems than visuals ( at least for good old rasterized 2D ), which have an extra dimension to deal with.

"But the story started to feel weird near the end of the game, and sometimes the monologues the characters go through are a bit beginner level in my opinion, although they’re all handled with a bit of reasoning (and humor, similar to Kaltos’ final monologue at the end of the game), they still feel like a crutch. I think with a little bit of work and ingenuity you could’ve explained how the characters feel by showing us instead of the characters telling us. And I know you’re capable of it having seen how you’ve handled the rest of the game. "

I agree on the writing. It was a struggle for me and probably the most time-intensive part of development. I learnt a lot in the process, but it's still not something that comes naturally to me. The logical exposition requirements and overall flow are surprisingly difficult to integrate.
It's also really, really hard to do subtle storytelling with 68px tall 2D sprites, no voice-acting and a fixed camera. It's hard to even tell what a character is holding in their hands at that scale without explicitly spelling it out. Then there's budget again. Contrary to the old saying that 'a picture is worth a thousand words', sometimes a sentence can save you from a thousand pictures.
I certainly could have done better but there's some hard limits.

"Lastly, I wound up confused by a lot of key story points. For example I originally thought Batiste had two red-headed helpers, but then it turns out he had three. I also was confused about that last girl killed in the Enclave’s town, the difference between the Keepers and that other purple-robed cult, and what the hell Clay 13 is. I suppose if I played another character’s story path, or the original Spirit Engine all the way through I might know, but nevertheless it’s vital information I think. "

The triplets were meant to be initially confusing, but the opportunity never arose to explain their status, so they mostly stayed that way. I agree on the Chapter 7 stuff and I remain generally unhappy with the presentation of plot logic in that area. I didn't want to do what I did in the first game and run cutscenes far outside the point of view of the main characters, so the victim character is never seen and can be easily confused. At the point where I get to a 1.05 patch for general improvements, I may simply change it to a boy. I hadn't really considered confusion between the two cults.
Clay 13 is a leftover machine that has either developed a personality or gone a little senile. The same model can be seen in the diary images near the end of Chapter 9.

"Lastly, seeing Enshadu take off his mask at the end would’ve been awesome. I feel you have your reasons, but after Charlotte and Kaltos got together I really longed for, and expected it. "

Definate no! It'd be like ( future prediction ) the last episode of LOST. Guarenteed to disappoint regardless of how crazy or conventional you go.

"However I found the game very hard to get into initially, despite how user-friendly GUI is, and with the tutorials, I sort of had to learn a lot of the ins and outs through touch and go."

Eh, the tutorials aren't terribly good. I think most developers hate doing them, and I share the feeling. :(

"Energy confuses me, and while the system mentioned that a character can run out of energy I never saw or realized if such an event occurred. As an extra aside: I feel a full black bar for energy would be a nice addition. Like, an empty black bar that slowly fills with the green energy so I can better tell if an attack is about to go off or if I have time to change it, etc."

I did consider changing the energy bar to be more explicit, but I liked the "come on! come on!" nature of not knowing exactly how long you have until your character has recharged enough for you to trigger its next skill.

"There’s also a lot of customization with skills and skillpoints, and the game encourages playing around with them, but I never really felt much of a difference between the skills. There are also the four damage types, but combat goes by quickly, and even on the slowest settings it’s hard to tell who’s doing what damage where. Also the inclusion of two percent values for defense still confuses me and I have no idea what they mean."

I'm not really sure what to say in defense of skill variety. The requirement that they all keep the same energy cost to simplify gameplay meant removing the notion of any super-spells - no meteor summoning or timestop. I wanted to downplay magical elements as well. In retrospect I'm not sure whether I went too far with this, or not far enough.
The details of defense values are unfortunately only explained fully in the html manual. The first number is a straight subtraction, the second is a percentage reduction.

"I should also state that I expected to be able to come up with a strategy ahead of time and simply plow through the battles, but this wasn’t the case. At first I was a little angry, and confused as to why it was getting harder and harder to kill enemies. I was also upset because it felt like pre-creating chains was useless later on since I didn’t know what enemies I had to face in the next battle, and by the time I knew I was already in combat and couldn’t escape.
There were many times where I would get into unending loops where the enemies would heal themselves faster than I could attack them. I feel foolish now that I know speeding up combat is usually a bad idea, but I also feel slightly cheated since I wasn’t informed combat speed doesn’t scale attack animation accurately. Once I started slowing down and just getting messy with attacks things got a lot easier and I could beat the game, though I never had to use skill chains except a single one for defense and healing. Often I would manually change attacks as battles went on, making my own chains based on what was going on in the fight. An option to create skill chains in combat would be very nice, by the by.
TSE2 functions a lot like a console RPG, but deep down it feels more like a RTS. In an RTS I can change tactics on the fly based on what’s going on in the game, but it feels a little stiff to do so in TSE. "


In confession, by the end of development I had virtually abandoned multi-skill chains in favour of micromanaging single-skill chains and then, near the end, the quickselect radial menu. Which was a problem, because the initial design philosophy emphasised them. Unfortunately, updating applications made in MMF2 is terribly hard and time consuming and overhauls like this were not a viable consideration.
The game is indeed intended to be played on the slowest speed nearly all the time, but I feared starting off at this speed would alienate players much as the initial pace of the first game did.

Thanks again for the post. I'm glad that you enjoyed the game so much in spite of the flaws.
I really like critiques, they're a lot more interesting to respond to. :D
Some Guy (2008-12-10)
Actually, I apologize for waiting a while to post this. I don't mind the quote/response system at all, so no worries. d :D

To me, TSE feels inspired by console RPGs, but that's probably I've played more console RPGs than PC ones, however I've been making up for lost time as I haven't played a single console RPG in ages, but I've gone through NwN, Arcanum, Vampire, Fallout 1/2/3, etc.

I suppose being able to choose who you want to play through the game as in the beginning is PCRPGish, but the way in which the game takes the tedium out of turn-based combat (seen mostly on consoles) is what reminds me of console RPGs when I play TSE and TSE2. Sorry for assuming however.

Luckily, I have had formal art training actually, and I highly suggest you draw from reference if you get the chance. It is semi-remedial, but perhaps you might try some life drawing sessions or still life if you haven't? It's really the fastest and best way to learn, and once you get used to it it becomes really fun. You should've feel bad about using reference unless you're outright tracing the art or what have you.

As for the animations, 4-frames is actually fine, but you need to tweak your extremes (the key parts of the animation cycle) more. I think you'll find this page extremely useful, as it's been very helpful for me.

I've come into the same problem (storytelling with small character sprites) in my game. I thought TSE2 handled storytelling particularly well, and I was countless surprised by a sort of sly tongue-in-cheek nature surrounding those moments.

One thing I would suggest though, is that when you want there to be specific actions you remove dialogue entirely, pause before action starts and begins, and maybe consider a different message layout. My thoughts are that I found myself going back and forth from looking at the character portrait are to looking at what the characters where doing on the screen. If you have portraits that show off character emotion you have to cut back on in-game action, but if you have both then the player might find themselves going back and forth from the portrait to the character acting. I thought the character's individual actions where more emotive and interesting than the character portraits most of the time, so maybe switching to a dialogue balloon setup would be better, or maybe animated portraits with less action from the character sprites.

For me, when I need to show something small or subtle acting I go the SNES route and show the object glinting, have some secondary narration or remove the dialogue balloons for the characters to act with a slight pause before the action to allow the player to move their eyes back to the center of the screen. Using other visual cues to draw the players eye around the screen also helps.

As for Clay uhh... I don't remember any diary images at all in the game. :S ? I think I missed something. Concerning Enshadu, it could very well be a Halo 1 type moment, where he removes his mask and the camera pans up at that exact moment. Somehow I feel as if he'll always have that mask on, forever. It's true some things are best left hidden, but I feel that Enshadu's story about identity felt strongly withheld until the last chapter where it was succinctly resolved with little tension.

I don't mind making tutorials so long as I can find a way to include them with the story in some manner (also including a way to skip them if necessary.) Try seeing how Valve handles tutorials and teaching players, as I think they're the masters of the art.

As for energy cost I didn't even know how much energy some skills required, or how that all worked out at all.
Nillo (2008-12-12)
I agree with Mark and Brickman that having Enshadu take off his mask would be less interesting. Some things are better left to the player's imagination. On a side note, have you played Planescape: Torment? The final scene where you use the "bronze sphere" is a good analogue to this.

Still, although I do prefer Enshadu with the mask on, I would've liked just a little more details on his story. I felt cheated when the game ended and I still didn't know anything about him. :P
euthanatos (2009-01-07)
I played through w/ Kaltos, Charlotte, and Enshandu too and beat the game my first time just now!

17 hours playtime
8.5 hours battle time
lol

(normal difficulty)

I assume Enshandu removes his mask after the ending and was glad his face wasn't revealed. For a long time I felt he truly was that black-faced demon (his doppleganger in the space-ship) but not after the Institute caught up with him and it was clear he just used to be some serial killer or something.

I want to argue that the audio, graphical, and visual quality is far superior to any other independent game I've played. I really, really enjoy the Geneforge series by Spiderweb Software--which like this game have awesome dramatic storylines and lengthy [turn-based] combat---but SE2 clearly outdoes any Spiderweb title in graphics, sound, etc.

Live Performance Tonight
TwiTerror

TwiTerror (2008-12-04)
I am being performed tonight.
http://www.facebook.com/event.php?eid=28460339650

"A Lost Dream in an Unwelcome Reality"
Mark Pay (2008-12-04)
Cool. :D Good luck with it Josh! What will you be playing?
TwiTerror (2008-12-04)
I am not playing anything but a chair (;
A quartet is playing my piece.
Oboe, Cello, Clarinet, and Violin.

I'll send you a recording (;
GiB (2008-12-05)
Send the recording to me, too.I'll be glad to listen to it.

Eager effect not appearing after weir 21
pangyan

pangyan (2008-12-10)
I just read that the characters get a eager effect after Weir 21. I just finished Weir 21 and I don't see that effect (my two characters are still nervous and one is normal).

Do I have to talk to somebody for this?
pangyan (2008-12-10)
Hmm, I had to actually visit again and view the cutscene (where the guy brings down the roof and then you are helped) again to get the effect.
Brickman (2008-12-10)
Wait, you managed to escape without viewing that cutscene? How? The whole point is that he intercepts you on your way out.
ROD (2008-12-11)
afair you only experience that cutscene with clay 13 (and get the "eager effect") after completing both weir 21 and the cathedral.

EDIT:

Ah, I´ve found it
Quoting Brickman´s Walkthrough:

"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. "

I´m almost sure you have to complete both for eagerness, Brickman!
But you can return to go shopping in between.

EDIT2:
But I´d also like to know: you got to the cutscene without completing the Cathedral?
Brickman (2008-12-11)
Actually, I forget when the cutscene is, but I'm fairly certain that if you do Weir 21 first you can fight the crone with the eager effect.
Mark Pay (2008-12-11)
I'll have to take a look at this. It's supposed to give the Eager effect after you complete both.

Content coverage on RPGFan
Ramza

Ramza (2008-12-10)
Hi all (and especially Mark),

This is Patrick Gann. I write for RPGFan.com

It only took a little bit of coaxing, but Josh sold me on the games through his beautiful soundtrack. So I thought I'd play both games. And I did.

And I wrote about it here:

http://www.rpgfan.com/news/2008/1539.html

Mark, I want you to know that I was floored by the awesomeness of this game. The plot especially drew me in. It's not so much the moral ambiguity, but rather the emphasis on compromise that I found so appealing. No one can live by standing on this or that ideal; it all falls apart, and then you find spies bringing down whole airships in an attempt to serve the "greater good" by preventing what is essentially a nuclear war.

So um...yeah. Awesome work.

Something you may be interested in seeing...and I know this is a little self-indulgent...

I keep a list of every RPG (including graphic adventures) I've completed. You know, start to finish, saw the end credits, lalala. I'm now at 141. Want to see where you rank?

Dirt/Defecation Tier (current ~ 121)
--
141 - Astonishia Story (PSP)
140 - Myst (DS)
139 - Tao's Adventure: Curse of the Demon Seal (DS)
138 - The Lord of the Rings: The Third Age (Xbox)
137 - Generation of Chaos (PSP)
136 - Lunar: Dragon Song (DS)
135 - Final Fantasy II (NES)
134 - DOOM RPG (Mobile)
133 - Arc the Lad: End of Darkness (PS2)
132 - Digimon World: Dusk (DS)
131 - Chronicle of the Radia War (NES)
130 - The Legend of Heroes II: Prophecy of the Moonlight Witch (PSP)
129 - Orcs & Elves (Mobile)
128 - Orcs & Elves II (Mobile)
127 - Dragoneer's Aria (PSP)
126 - Chaos Wars (PS2)
125 - Orcs & Elves (DS)
124 - Fullmetal Alchemist 2: Curse of the Crimson Elixir (PS2)
123 - Radical Dreamers (SNES)
122 - Dungeon Explorer: Warriors of Ancient Arts (DS)
121 - Shining Force NEO (PS2)

Clay Tier (120 ~ 101)
--
120 - Drakengard 2 (PS2)
119 - Battle of Olympus (NES)
118 - Suikoden (PS)
117 - Kingdom Hearts: Chain of Memories (GBA)
116 - Threads of Fate (PS)
115 - Legend of Legaia (PS)
114 - SpellForce 2: Shadow Wars (PC)
113 - Spectrobes: Beyond the Portals (DS)
112 - Ravenloft: Stone Prophet (PC)
111 - Shining Force: Resurrection of the Dark Dragon (GBA)
110 - Steambot Chronicles (PS2)
109 - Summon Night: Swordcraft Story 2 (GBA)
108 - Summon Night: Swordcraft Story (GBA)
107 - Drone Tactics (DS)
106 - Final Fantasy XII: Revenant Wings (DS)
105 - Summon Night: Twin Age (DS)
104 - Disgaea 2: Cursed Memories (PS2)
103 - The Legend of Zelda (NES)
102 - Enchanted Arms (360)
101 - Super Robot Taisen Original Generation (GBA)

Iron Tier (100 ~ 81)
--
100 - Bahamut Lagoon (SNES)
99 - The Legend of Zelda: Link's Awakening (GB)
98 - Tales of Phantasia (SNES)
97 - Tales of Destiny (PS)
96 - .hack//G.U. Vol.1//Rebirth (PS2)
95 - .hack//G.U. Vol.2//Reminisce (PS2)
94 - .hack//G.U. Vol.3//Redemption (PS2)
93 - The Legend of Heroes III: Song of the Ocean (PSP)
92 - Disgaea 3: Absence of Justice (PS3)
91 - Stella Deus: The Gate of Eternity (PS2)
90 - Rhapsody: A Musical Adventure (DS)
89 - Mystery Dungeon: Shiren the Wanderer (DS)
88 - Final Fantasy Mystic Quest (SNES)
87 - Final Fantasy (NES)
86 - Chrono Cross (PS)
85 - Brave Fencer Musashi (PS)
84 - Menzoberranzan (PC)
83 - Ravenloft: Strahd's Possession (PC)
82 - Stonekeep
81 - Persona (PS)

Bronze Tier (80 ~ 61)
--
80 - Final Fantasy Legend (GB)
79 - Final Fantasy III (NES)
78 - Sword of Mana (GBA)
77 - Final Fantasy Legend III (GB)
76 - Super Robot Taisen Original Generation 2 (GBA)
75 - Actraiser (SNES)
74 - Final Fantasy III (DS)
73 - LostMagic (DS)
72 - Avencast: Rise of the Mage (PC)
71 - Aedis Eclipse: Generation of Chaos (PSP)
70 - Langrisser II (Gen)
69 - Folklore (PS3)
68 - SaGa Frontier (PS)
67 - Final Fantasy Tactics Advance (GBA)
66 - Magical Starsign (DS)
65 - Castlevania: Dawn of Sorrow (DS)
64 - The Elder Scrolls 1: The Arena (PC)
63 - Ys: The Ark of Napishtim (PS2)
62 - Fire Emblem Gaiden (NES)
61 - Final Fantasy V (SNES)

Silver Tier (60 ~ 41)
--
60 - Final Fantasy V Advance (GBA)
59 - Final Fantasy X-2 (PS2)
58 - Front Mission (SNES)
57 - Front Mission (DS)
56 - Atelier Iris 3: Grand Phantasm (PS2)
55 - Dragon Quest IV: Chapters of the Chosen (DS)
54 - Xenosaga Ep. II: Jenseits Von Gut Und Böse (PS2)
53 - Riven: The Sequel to Myst (PC)
52 - Legend of Dragoon (PS)
51 - Phoenix Wright: Ace Attorney - Justice For All (DS)
50 - Phoenix Wright: Ace Attorney - Trials and Tribulations (DS)
49 - Phoenix Wright: Ace Attorney (DS)
48 - Apollo Justice: Ace Attorney (DS)
[size=18:1561ee0ec8]47 - The Spirit Engine 2 (PC)
46 - LiveALive (SNES)
45 - Final Fantasy Legend II (GB)
44 - Final Fantasy Anthology (PS)
43 - Atelier Iris 2: The Azoth of Destiny (PS2)
42 - Baten Kaitos Origins (GC)
41 - Final Fantasy IV (SNES)

Gold Tier (40 ~ 21)
--
40 - Lunar: Silver Star Story Complete (PS)
39 - Final Fantasy XII (PS2)
38 - Final Fantasy VI Advance (GBA)
37 - Final Fantasy XI (PC)
36 - Final Fantasy XI: Treasures of Aht Urhgan (PC)
35 - Final Fantasy XI: Rise of the Zilart (PC)
34 - Final Fantasy XI: Chains of Promathia (PC)
33 - Vagrant Story (PS)
32 - The Legend of Zelda: Ocarina of Time (N64)
31 - Terranigma (SNES)
30 - Mana Khemia: Alchemists of Al-Revis (PS2)
29 - SaGa Frontier II (PS)
28 - Myst (PC)
27 - Xenogears (PS)
26 - Shadow Hearts: From The New World (PS2)
25 - Final Fantasy Adventure (GB)
24 - Atelier Iris ~Eternal Mana~ (PS2)
23 - Ar tonelico: Melody of Elemia (PS2)
22 - Wild Arms (PS)
21 - Castlevania: Symphony of the Night (PS)

Platinum Tier (20 ~ 1)
--
20 - Xenosaga Ep. I: Der Wille Zur Macht (PS2)
19 - Seiken Densetsu 3 (SNES)
18 - Secret of Mana (SNES)
17 - Final Fantasy VII (PS)
16 - Alundra (PS)
15 - Zelda II: The Adventure of Link (NES)
14 - Super Mario RPG (SNES)
13 - Final Fantasy X (PS2)
12 - Kingdom Hearts (PS2)
11 - Kingdom Hearts II (PS2)
10 - Romancing SaGa (PS2)
09 - The Legend of Zelda: A Link to the Past (SNES)
08 - Final Fantasy VIII (PS)
07 - Final Fantasy VI (SNES)
06 - Final Fantasy Tactics (PS)
05 - Final Fantasy IX (PS)
04 - Star Ocean: The Second Story (PS)
03 - Chrono Trigger (SNES)
02 - Lunar 2: Eternal Blue Complete (PS)
01 - Xenosaga Ep. III: Also Sprach Zarathustra (PS2)

Ranking in just after the "Ace Attorney" series. That's pretty friggin' sweet.

Patrick Gann
RPGFan.com
Mark Pay (2008-12-11)
Thanks Patrick! It was great to read your review. I know that Josh was thrilled with the soundtrack reviews too.
That's not a bad ranking at all! I only hope Mr. Wright doesn't put in an appeal. :o

Expansions?
Chronos

Chronos (2008-12-17)
I just wanted to ask whether anyone else thought that expansions for TSE2 would be worthwhile. You know, like extra quests, more weapons, abilities etc. It would be great being able to revisit the rest of the world after you've completed the game and go to new cities and fight new monsters ( or stronger old ones).
What do you think?
And I want to ask Mark if he would be willing/able to do this?

Meeting with the other characters that aren't in your party would be fun too, like in TSE, in the mango republic if you didn't have zepher in your party he would be there healing soldiers.
Mark Pay (2008-12-17)
I have been considering additional content, but I am undecided. I already have some considerable work to do adapting the game for translation in the next couple of months.

Any new material would be added throughout the existing game - I wouldn't want to go beyond the ending.
I had originally planned to put unchosen characters in the backgrounds. Unfortunately I ran out of time to do this. :)

Why
monsoonasiian

monsoonasiian (2008-12-20)
i would like to ask why was the group taken to world eight and i'm sorry if it was explained in the talking scenes but i would like a answer. it is quite a unique and odd place all the zombie fish i encountered in the ship reminded me of murlocs from world of warcaft haha
TwiTerror (2008-12-20)
The party is trying to return to Longreach to intercept Batiste and company before they find Isabelle. The tiquits (sp?) are the flying creatures that offer their assistance in transporting the party back to the mainland and to Longreach. Unfortunately, just before they arrive, the creatures pass over the ancient ship and are frightened. This causes them to descend rapidly and leave the party at the Adjanti ship.

Hope that helps. The ship is supposed to be extremely old and dates back to when man had more technological prowess. The creature inside is what has driven everything to madness, as it has been trying to get them to break through to his chamber and set him free.
monsoonasiian (2008-12-23)
Thanks for explaining it to me
Mark Pay (2009-01-03)
This transition is a little contrived, and not quite a clear as I would have liked. I might tweak the opening dialogue a little.
monsoonasiian (2009-01-05)
:shock: the ship kind of reminds me of that movie event horizon which i only just watched recently not the greatest movie but still kind of got me hooked, but i guess what kind of reminded was the ship lol, the ghosts, and all the crazy things inside.

btw if any1 else saw the movie i would like to ask when the doctor got his eyes taken away and said where we are going we don't need them, then he gets sucked into space later when he comes back, his eyes are back odd, going into a bit to much detail haha.
Mark Pay (2009-01-05)
I saw Event Horizon when I was slightly too young. My Dad rented it out from the local video store thinking it was a standard sci-fi film. I remember the recording of the crew eating each other particularly creeping me out.

It's not a perfect movie as you say, but it has some interesting scenes and I think it has quietly quite influential in some other sci-fi creations since.

Awesome... notes on the Black Death Sword (Spoiler)
euthanatos

euthanatos (2009-01-03)
Found the Black Death Sword in the Count's family crypt.

Didn't use it for a while, but saw it was worth 600 to the vendor, so sold my old sword worth 300 and figured it was way better and began using it.

I am using KALTOS. The sword struck up a convo with him after a few battles.

I noticed every few battles, the sword's Ethereal damage modifier was INCREASING, going from +95 all the way to +103 or +104 after many battles

The conversations continued, with the sword goading Kaltos to murdering my two companions (Enshadu & Charlotte), and Kaltos began to speak with the sword often and seemed to be falling for its little tricks.

It insisted Kaltos murder his friends and head south to the "Spirals", to capture or murder a Rakari; the sword claimed the gem inside the sword was the spirit of this particular demon trying to lead Kaltos astray. Kaltos plucked out the gem and the demon inside of it began to get worried. Kaltos squeezed the gem hard and it screamed in pain. Kaltos then chuckled and ridiculed the demon within the gem, calling his bluff about how powerful it was. Kaltos also explained he would never do evil deeds again (implying many occurred in his past) and then smashed the gemstone.

Enshadu and Charlotte were growing worried w/ Kaltos speaking to himself (the gem demon only spoke to Kaltos telepathically). But, Kaltos reassured them everything was fine.

At this point I was annoyed figuring my sword was destroyed. Then I took another step and I got a message: Kaltos overpowered the Demon and the sword UPGRADED into "Blackest Death" rather than the Black Death

Base Dmg now 13
Ethereal -35% (same as before)
Health now -250 vs -400 before
Now does magickal bonus +60 (none before)
Now does Ethereal Bonus +106 (same as before after it grew during many battles)

I hope the Ethereal keeps growing... but I wonder, how does a Knight do any Ethereal damage anyway???

Anyway this was an awesome little subplot..
figured I would share since the one guy's near-perfect walkthrough mentioned the sword cutscenes but said he hadn't followed up on it. (His walkthrough in all other regards seems perfect.)
Mark Pay (2009-01-03)
I'm glad you enjoyed the subplot euthanatos! :D
Both versions of the Black Death sword gain +1 ethereal damage every time the party gains a level.

They were a little difficult to balance for gameplay, and eventually I had to significantly nerf both. The ethereal bonus is still very strong when used with Hack.
Unfortunately, the sword is picked up just before an area of the game that is filled with ethereal-immune enemies, which does not encourage a player to keep it. Not a great piece of game design there! ;)
TwiTerror (2009-01-03)
Interesting fact:

The Black Death subplot, when I first read it in the scripts, seemed much longer and involved, and I wrote the Black Death a theme (this was before I made the soundtrack orchestral).

You can hear it here:
http://www.last.fm/music/Josh+Whelchel/_/The+Black+Death?autostart

(This was for a specific cutscene, there is another version in the premonitions albums that was more fitting for the dialogue asides)
euthanatos (2009-01-07)
Listened to it

And your unreleased tracks too you posted

They're all pretty damn good

This music reminds me of the fantastic piano versions of the soundtracks of the old SNES games like Final Fantasy VII and Chrono Trigger

Anyway, I managed to beat the game after 17 hours. Surprisingly the final battle was not as hard as I expected---my hardest fight was probably versus the Count until I read that one guy's extensive walkthrough and his advice, and those battles with the leech-enemies in the jungle that stick to your characters and drain them to death!

Overall this game -- sound + story + overall was awesome

Unfortunately my work is picking up very badly and vacation is over, but I am just thankful as hell I got to finish the game before work begins next week

Does anyone know a way to get a Knight to do Ethereal damage
euthanatos

euthanatos (2009-01-03)
Does anyone know a way to get a Knight to do Ethereal damage

The Black Death sword gives ~+95 ethereal bonus

wondering how my knight can exploit this

am I correct that none of his attacks seem to do ethereal and no one can buff him to do such an attack? I know priests can do ethereal by using summon sprite but they can't cast that on others.

Thanks
Mark Pay (2009-01-03)
Hi euthanatos!
Because there is no armour reduction against ethereal damage, only a percentage resistance, there is less need to worry about stacking it to make it useful.

I've had a quick look through the item database and to my knowledge the only other items that add ethereal damage for a knight are:

Grim Harvest +35 ( armour, Chapter 8 )
Skull Twist +28 ( ring, Chapter 8 )

There is also at least one item for a knight that gives Sprite Summon:

Azoth ( sword, Chapter 7 )

You can download a viewing program for the item database at http://www.thespiritengine.com/Files/TSE2Misc/ArrayEditorItems.exe Place it in your install directory before running it. Do note that many of the items in there didn't make it into the final game.

I hope that helps. Let me know if you'd like any more information.
Brickman (2009-01-03)
The trick is that damage bonuses are added to ALL attacks, not just attacks of the same type. However, an attack with multiple damage types has each soaked separately, so a piercing attack with a +12 bludgeoning bonus wouldn't see that +12 do anything unless the opponent had a bludgeoning soak of 12 or less, which basically does not exist after chapter two. However, noone soaks ethereal. It's something that confused me too at first.

brown yellow and white
monsoonasiian

monsoonasiian (2009-01-05)
i want to play tse again but i find world one keeps deterring me from playing, i have to say its kind of annoying in world one i understand how first lvl cant be to elaborate but i wish it was more exciting like tse 2 i kept playing world one just for the scenery and the keepers but that's just me. what i always look forward in tse are the side quests,bouty hunters, tza tze also going to verena enclave, mango republic, and vsing the guards in clarks tower.
Mark Pay (2009-01-05)
One of the most frequent complaints about the first game was how slow and boring the first chapter was. I'm hoping this is fixed in the sequel.
I think that opening with a clear and pressing dramatic purpose is a lot more fun. :D If in doubt, murder someone in the first 60 seconds!

How was TSE2 developed?
pravitko

pravitko (2009-01-05)
i just finished TSE2 ,i have to congratz to you Mark Pay ,awesome job ,i played TSE1 and i enjoyed it , to my surprice ,TSE2 was 10x more action tactical in every way and great plot {i also tryed special group builds like 3 musketeers ...it was much more other style of play},i heared that you planned firstly create it all free? And how long have you been doing this game? And what about music ,is Josh Whelchel your friend or you paid him for that great music? I am asking cause i am very interested of making this kind of games ,and you have much more experience than anyone cause you were doing it all by yourself so you stand against all problems while developing and i have to say that you sucseeded in every way ,thanks for inspiration ,i vote 11/10 cheer!
Mark Pay (2009-01-05)
Hi pravitko! It's great to hear that you enjoyed the game. :D

The Spirit Engine 2 took a little less than 5 years to make, in my spare time when I wasn't at university or work. I hoped to make it a commercial project from the start, but later when I worked for some games companies I had to consider a free release because of the restrictive contracts I was working under. Josh has been working on the soundtrack for the same amount of time. He receives a percentage royalty from any sales.

Making games is very rewarding, but it is also hard work. I believe persistence is the most important virtue for an independent developer. If you are looking to make games yourself, I would advise you to start small. RPGs are a lot of work and should be avoided! Before TSE2 I had spent 9 years working on many other smaller games.

Thanks for your post! I am very happy that you might consider the game an inspiration.
pravitko (2009-01-05)
thx for fast react ,i apreciate your suggest ,i guess everyone who learn how to make game wants make it "big" so everyone starts with RPG which is one of hardest type of game to create ,you impressed me with duration of making TSE2 ,i know one man who atm play wow (we are in same guild) ,his name is "neph" ,he is a bit secret ,he once said rumors that he is making some game for some time and in future he is looking for beta testers ,i will tell him about tse2 ,and i am sure he will like it ,like me ,lots of us in wow are interested in RPG a lot ,so every nice rpg is bless from god ,so have a nice day ,i want to unlock absurd mode right now so noone stops me now :)

Post-game commentary
Aargh

Aargh (2009-01-06)
I've been lurking this place for a while but never playing the game until recently since I'm on an older computer now, but I just finished my first playthrough and I figured I'd register and put down my thoughts about the game as it seems to be a bit of a popular thing here.


I started the game without reading the manual because I'm hardcore like that, but the tutorials proved quite effective at pointing me in the right direction. Having played the first chapter (and thus the tutorial) a dozen times or so, I don't think I've missed much. After trying several combinations (the reason for my frequent restarts), I settled on a party of Ionae, Ferwin, and Enshadu, though I would've switched Ferwin's boring ass for Kaltos or even Denever in a heartbeat had it been possible. Kaltos, Charlotte, and Enshadu was my first choice, but I suspected Ionae would have a more interesting story than 'barely reformed criminal' Kaltos, so since I wanted to have the 'cool and mysterious' Ionae and Enshadu, and have all three classes in my party, I was stuck with the oaf. Guess I can't have my cake and eat it. Oh well, he had his moments.

At this point I'd like to say that I really like the way the parties work. The different combinations are similar enough not to require a zillion different dialogues, but the minor differences seem enough to add a bit of spice to possible future replays. And for the record, I fully understand why I couldn't -for example- Kaltos and Ionae in one party. Don't necessarily like it, but I'll accept it.


So yeah, on to the next topic: The story. Short answer: I liked it. Longer answer: It was well written, convincing, and kept me interesting from the beginning to the end. However it's not all praise I have, I'm afraid. The thing I didn't like about the story, especially the individual characters' side-stories, was how predictable it got. Yes, the war really is just a decoy like everyone was saying. Yes, the Prince really is the BBEG, and really does go insane once he's reached his goal like everyone has been expecting. Yes, the Rakari really are the benevolent overlords they've been trying so hard to make everyone believe they are. Yes, Enshadu really is a horrible criminal brainwashed into a good guy like you've been suspecting all along. Yes, Ionae really is some kind of freaky demon queen in human form like you (and the annoying goth kids (oh god that part of the story was so bad... I'm all for making fun of goths, but the whole uber-cliché followed by the sugary-sweet conclusion was enough to make me cringe... comic relief isn't this game's strong point anyway, nor do I think it really needs it)) have been suspecting all along. And I don't think that I'm exaggerating too much when I say that anyone who didn't expect the charming young knight to marry the poor peasant girl despite his father's orders should be shot for offensive stupidity. Speaking of Ionae being a demon, that part felt... out of place. Probably because demons and counterplanes and all that stuff isn't referenced anywhere in the game apart from a few scenes directly related to Ionae's story. There's nothing at all that even suggests it all is anything more than a plot device to make Ionae a bit more interesting. Nothing to tie it all together.

The main storyline is better, but is still a fairly straight-forward affair with precious few real twists that are all resolved far too quickly for my tastes. Maybe the fact that there is no big secret at the end was the twist for me. Maybe I'm psychic and saw every plot point coming before it was explained ingame. Or maybe I'm just a big fan of overly complicated stories with millions of twists both small and large. Ever since it was revealed that the Prince was the bad guy I kinda wanted to side with him because I personally believed in a large chunk of what he told the party, but of course the party followed their predetermined path and turned out to be right in the end when the poor guy went insane and almost destroyed the world. Oh well. Good thing I'm not due to save the world anytime soon, because it seems I'd make rubbish choices. But for it's linear and straightforward nature, I still enjoyed the story. The entire theme of free choice that seemed to run through it appealed to me in the right way, and the overall experience was quite enjoyable. One last gripe I have concerns the ending; it leaves too many questions for my taste. Are all the Rakari dead? If not, how will they react to what happened? How has the Eye affected the rest of the world? What happens to the characters now?


Eh, on to the next: the gameplay. I won't spend too long praising every aspect of it. Suffice to say that I enjoyed it even more than the story. I think the thing I liked more than anything was the fact that approaching a seemingly impossible situation in a different way often payed off, and that skills that seem useless at one point might save your ass the next. Big kudos for that. Also, the fact that good timing actually made a huge difference compared to most RPGs was quite enjoyable as well.


Speaking of skills, I'll go over them quickly now.

While I made the mistake of using Ionae as my main source of damage at first, I quickly came to my senses and put her amazing potential as the party tank to good use. Powder Imps is an AMAZING skill, saving my ass time and again. Lucky Lady is godly when it gets high enough. And to my grief I only discovered the awesome power and utility of Black Bullet relatively late in the game, but like I said, she was more of a tank than a damage dealer anyway Black Bullet was usually only used when facing enemies that either weren't stopped by Powder Imps or that needed a bit of extra hurt to stay down. For other skills, Empowder and Lucky Shot were of great use as well, but not as universally awesome. The other skills were toyed with at times, but largely ignored.

Ferwin did the exact opposite of Ionae: He started off as the party's tank, and ended up the main source of damage. His main skill through the entire game has been Charge. Once I started using it, he rarely made any attacks that weren't charged. The Might skill was pumped at every opportunity as well, since a boost to both offense and defense seemed just too good to pass up, even if the percentages did grow at a frustratingly slow pace. For offense, Hack was used throughout the game. Swordfaith and Thunderstrike were used about equally, though I did favour Swordfaith more in the first half of the game, and Thunderstrike in the second. The only offensive skill I hardly used was Slay. There just didn't seem a point in the game where there would be a significant benefit in taking points out of something else to put into Slay. The other skills were more defensive in nature, and were largely ignored since defense was not Ferwin's job. Also, Empowder + Thunderstrike = winnage.

Enshadu went through the most changes during the game, and there rarely was a time when he had a healthy supply of skill refund points left. The only consistent part of his skillset has been Heal, which is by far the most-used skill in my entire party, often getting spammed even at times where it may not have been necessary... better safe than sorry. Aurora was vastly underrated by me at first, but it saved me in a few tough fights. It still felt wrong putting too many points into it, since it's so situational... either I needed it or it was useless. Damn is pretty damn great. Bless is good as well but I didn't find it as effective as Damn overall. The only attack skill I used was Wrath, which didn't prove to be earthshatteringly good, but still quite sufficient for what I needed it for.


The toughest fight for me was the fight against the vampire count. I did that fight at least a dozen times, occasionally completely changing strategies and still failing, and when I finally succeeded I honestly couldn't tell what had made the difference that time. I had some real trouble getting his health under 4000 with all the life-draining he did. The fight against the illusions in the crashed spaceship was a huge pain in the arse as well, ending in a stalemate again and again and again, with none of the remaining combatants being able to harm eachother, and with the ones who WERE able to do the damage getting knocked out too quickly to finish off their target. Finally I just got fed up with it, kicked strategy to the curb and reassigned all points on all characters to straight offensive skills, after which the fight was suddenly the shortest and easiest boss fight ever. I guess too much strategy can be a bad thing. The last boss was way too easy in my opinion. I just put all my characters into a skill chain (Ionae using Powder Imps and Empowder Ferwin, Ferwin using Charge and Thunderstrike, and Enshadu using Heal and Aurora) and let them wear away at his HP, no human interaction required.
Mark Pay (2009-01-07)
Thanks for the feedback Aargh. It was an interesting read and I agree with much of it.

I've been surprised by how positively the party choice system has been received generally. I've not played many RPGs myself, so I'm not so wedded to the standard alternatives. Yes, the lack of total choice is disappointing but as you said, it's explainable within the story. And of course it makes writing such parallel dialogues actually possible.

On the story points. I hear you on the predictability. Two great considerations in the plotting were how far to go to obscure Batiste's ultimate intentions and Ionae's origins. I like twists, but not when they seem like they've been deliberately contrived through misleading the audience, and that's what I felt would be required in those two instances. So I instead focused on making Batiste's aims more sympathetic and having fun with Ionae. Ionae isn't a demon and she outright refutes it more than once, especially if you have a party with Ferwin. One difficulty I never felt I resolved well was the presense of fantasy elements in what becomes a science-fiction setting. In the wider setting of a world colonised by alien invasion, an alien exiled from another dimension shouldn't seem too out of place, but that may not be the case as early as Chapter 7. Her cutscene there was quite difficult to implement too.
I wouldn't say the resolution to the cultist storyline was sugary sweet. Ionae doesn't have the answer to any of their genuine problems, she can only tell them to look elsewhere. It does pain me to hear that you really disliked those scenes. I enjoyed putting them together, but perhaps it helped that I had 'Life of Brian' in my head the whole time. :) ("How do you want us to fuck off, Oh Lord?")

I hope that what was less predictable was the moral ambiguity in the endgame. Batiste has a valid point and tragic origins, like many freedom-fighters/terrorists ( take your pick ) but he's still a mass-murdering, hate-filled lunatic. The only particularly good thing the Rakari have done is keep humanity around as a servile species instead of killing them off. But they're not evil either, they just don't think people can be trusted with personal freedom. The Lereftese state is complicit in maintaining the status quo and if you play with Grace, they've got a fair bit of blood on their hands too.
I like open endings and in this case, resolving certain issues would have also resolved the moral uncertainty around them, which I didn't want to do. Perhaps it is strange for such a linear game to have a hint of non-linearity in its ending, in so far as the immediate future is left up to the player's imagination and they share the uncertainty of the characters. I think I kinda like that.

I'm glad you felt so positively about the combat system, and I enjoyed reading your thoughts on it.

Thanks again. I like to hear all commentary, both the positive and the critical so if you have any more, please share. :D
Tiavals (2009-02-09)
Interesting. I thought the game was very well written and the twists were totally unpredictable. Maybe I've played too many RPGs. I was totally sure Batiste was the good guy and the Rakari were the villains, because that's how it always is. I was very pleasantly surprised and I suspect if it wasn't the way it is, I wouldn't have liked the game nearly as much.

Conversly, I didn't think the gameplay was all that hot. It was good, but far inferior to the story.

Also, I thought the Rakari were good in every aspect, without any faults really. Don't see what's so bad about them?

I was afraid that the game would devolve into scifi-garbage, as such games often do, but it was quite well managed and didn't feel too out of place. I had hoped that it would stay out of the scifi-model when I first saw the Aulder ruins, and that the Rakari wouldn't be aliens, which seemed painfully obvious, but luckily it wasn't as bad as I feared.

As for linearity, it is understandable, but gets annoying on multiple playthroughs. Especially with the generic comments of the characters, each filling a certain role(first row being the nasty guys, second row being compassionate guys and third row being sage guys). It had less unique dialogue than I hoped, since it seems to me writing dialogue wouldn't take much at all time compared to the great benefit it gives to the player. But I'm no game developer so I may very well be wrong.
Mark Pay (2009-02-11)
I found the writing to be a very time-consuming task, but this was perhaps because I do not have much experience as a writer. Many edits were required. It was also necessary to test every dialogue path carefully. It all took a lot longer than I expected.
Tiavals (2009-02-13)
Maybe I should try writing something before saying anything.

Thanks for making the effort to have as many different dialogues as the game had. Most develpors won't bother to write even a third of what you have. It really enhances the game.

I played SE1 for a while, and from what little I've seen, the improvement between the games is quite tremendous, so the effort wasn't wasted.
kfedex (2009-02-19)
It's 1 in the morning and I just finished the game, having bought it yesterday afternoon. I need sleep as soon as I finish posting my thoughts.

I played through the demo first and I decided to buy the game. I wasn't disappointed. The gameplay and the combat was good, but I mostly played it through to find out what happens next.

Btw, the rescue scene with Clay is Epic. You know she's going to be saved but then the door busts open and smashes one of the guards? The music was what made the scene brilliant. It was perfectly timed and had just the right mood.

The throwback to the war on terror and the patriot act kind of screws with the suspension of belief though.

What I didn't like though, was the credits and having to dig through the level to find the chests, which you could miss if you were running. The game would have been easier on me if it paused when I passed by a treasure chest and asked me if I wanted to pick it up.

Also, the items could use better explanations.

Overall though, it was a great game. The dialog is what makes it come alive rather than become a mindless grind of an animated spreadsheet. Good job.

Edit: Oh yeah, and the animations were VERY well done. The portraits were very very pretty.

I was also expecting an appearance by Rick Brutal or some kind of tie-in to the last Spirit Engine. :(
TwiTerror (2009-02-19)
Thanks for the kind words! There are one or two throwbacks to the first game I can think of off the top of my head, though (;

But I'm not going spoil them :D
kfedex (2009-02-19)
Ah, you must be Josh Whelchel then. There were quite a few tracks on the game that were indeed very original and actually good enough to listen to for the sake of enjoyment - unlike many other videogame tracks that just a pathetic audio filler. It's actual music and I enjoyed the music as much as the dialog.
kfedex (2009-02-20)
BTW. any chance of a saved game editor? I played through twice, the second time without buying ANYTHING for like 6 worlds and even then I didn't have enough money for all the goodies for my team in the last town. :(
Money is super hard because there aren't enough store slots to buy all my stuff I pick up.
Mark Pay (2009-02-22)
Hi kfedex. :D
Thanks for your feedback. I'm sorry it has taken me a couple of days to get back to you.

I'll aim to increase the visibilty on chests when 1.06 comes around. Rick Brutal was one of my favourite characters from TSE1 ( and I love the theme Josh wrote for him too ), but a clean break from the world of the original seemed like a good idea.

Money is intentionally short in the game, so that the player is required to make choices about what they buy.
I don't want to publically release a stat editor at the moment, since I feel that making cheats too easily available reduces the sense of acheivement for a player. Hopefully Easy mode is easy enough to let almost everybody complete the game if they want to.

If you mail me your save game(s) to http://www.thespiritengine.com/Images/mailaddress.png, I can edit them for you and give you lots of money though. :)
kfedex (2009-02-24)
Thanks for the offer but it's all right. You've done quite enough. I happen to know how much work goes into producing something of TSE quality. The writing, the line-by-line repetitive coding, the skill balancing, the playtesting, it brings back a great deal of fond memories of failed one-man projects. 8)
Mark Pay (2009-02-24)
The offer will remain open if you change your mind. :) I'm more than happy to help. Thanks again.
abhifx (2010-04-24)
best game ever. its i have just finished it at around 2 am in the morning. and boy it feels good. it was just by luck that i stumbled upon this game and now i cant get it out of my head. Thank you Mark Pay for a game and story to cherish.

i don't want to repeat myself as i have already yelled enough here
http://www.thespiritengine.com/forum/viewtopic.php?t=362 :D

really would love to see more by Mark. if TSE 3 is not possible then a small sequel to this game? all the assets are already ready right? i am hungry for more :)

Thanks again for the game

"Thomas Edison" at the Institute.. (finally caught
euthanatos

euthanatos (2009-01-07)
Remember that guy at the Institute, in his chair? and as you approach, a Rakari dissolves right behind him and he begins sobbing

He basically implies he found an idea to carry electricity over power lines (or something similar), but he's "forgotten it" and now needs to stay at the institute longer to think of it again

this was really grim when I thought more about it---clearly humanity still has the potential to drum up higher-tech ideas (relative to the world's current technology), yet the Rakari are mindwiping those with the entrepreneurial talent to make such technology, keeping humans in a simpler state

and a second instance of rakari stuff, that ties in w/ the Black Death sword, too, is:

very early on when you reach the trader camp
there's "artie" ranting and raving how there's too many humans for the rakari to control and how they keep humans down... and then obviously a rakari comes and spirits him away

but what the townspeople say after artie departs is really interesting, "he never was the same after he visited the Spirals"

the Spirals are the same mountains that the demon in the black death sword keeps urging Kaltos to visit to grow in power..
Mark Pay (2009-01-07)
There is something innately unsettling about beacons of false hope which turn out to be traps set to deliver the grim opposite of what the seeker desired. The same device is used in Chapter 3 with the cultists.

In a modern context, the golden age of the lone inventor is largely over. If you want to be involved in cutting-edge research now, you have little choice but to join a business or academic insitution. The fear of personal creative spark being devoured by the mundanity of a large institution goes beyond science I think.
TwiTerror (2018-03-14)
I'm pretty convinced TSE2 is real life at this point.
Maybe I've read too much Phil K Dick since I worked on this game

Feature Request: Windowed mode, double size?
iron_ball

iron_ball (2009-01-08)
I played the demo of TSE2 on a laptop, and ran into some minor annoyances. My resolution is 1440x900; TSE's native resolution appears to be less than half that in both directions. When I run it windowed, it takes up less than a quarter of my screen, forcing me to squint, so fullscreen is much more comfortable.

However, when I run in fullscreen, it forces a good old-fashioned OS-level screen resolution switch, which rearranges my icons, shrinks the windows of any other programs I have open, and so forth. What's more, if I want to use the laptop as a portable, I find myself having to snap it shut and run... then when I open it back up, it's still at a low resolution.

The Spirit Engine 2 is great, and I'm sure the resolution-switching behavior is the fault of the underlying Fusion platform, but if I'm Really Lucky, it's possible to set the windowed mode to double each pixel. (The fact that many emulators and video players have this feature is no guarantee that Fusion does, but it gives me hope.)

I'll probably buy the full game anyway, but if it were a more sociable member of my desktop, I'd have no hesitation. As is, it'll afford me a fair measure of annoyance.
Mark Pay (2009-01-08)
Hi iron_ball. Unfortunately there isn't an easy fix for this. :(
I really want it in there and I tried to get better fullscreen support working in the months before release. That's now my dev PC's resolution too. To try and summarise - yes, it's due to issues with the underlying MMF platform.
MMF still has no widescreen aspect support, which has long been a very serious omission. There is a window rescale mode but unfortunately, the object I've used for GUI input has a bug with its mouse handling, which does not scale to the new window size, leaving the game unplayable.

Just to confirm - is it the second resolution mode that is affecting your desktop? The second uses the default MMF resolution switch to 640x480. I haven't had desktop issues with that on my home machine but I have with the third, which uses a third party extension to switch to a custom-specified resolution - hence the warning which should pop up when it is used. I've not had any laptop-specific feedback though.

I was really disappointed with the final state of the resolution controls. The issue has slipped my mind in the months since release though. I'm going to plan to go back and take a look later in the spring when I expect to have a sufficient block of free time. It's a big job because it involves replacing most of the GUI code for every level and I can't guarentee I could come up with a working solution.

I'm really sorry I can't help you more at this stage. :(
iron_ball (2009-01-09)
The problem is with either variety of resolution switching, really; resolution changes always end up meaning desktop havoc (icon repositioning and window resizing). A larger windowed display, at a lower "resolution" within the window, would be better for my purposes.

Obviously the platform works on the assumption of mapping art directly to the screen pixel for pixel, though, and changing that sort of thing midstream ranges from difficult to impossible unless it was planned for from day one. So I understand. The game is loads of fun, and I'll probably buy it anyway; I've spent more for less and that's a fact. I'll just avoid full-screen mode when I might want to switch between apps or put the laptop to sleep.
iron_ball (2009-01-09)
Okay, okay, I do have a request that is probably much easier to fill -- either a mute hotkey, or mute when the app loses focus? That would also contribute greatly to playing nicely with other applications. I'm playing the game, I get a Youtube link from a friend... I'd have to run to a save point, exit, then watch the video.

edit: I have bought it, having a lot of fun... it can be devilishly hard even on Normal if you don't do a little powerleveling, but I like that level of challenge. Just beat the Crone after a brutal fight that could have gone either way. I'm most impressed with the writing, to be honest -- a character like Grace Winters would never get past the teenager-obsessed marketing department at a major company, and the lack (thus far) of endless explanatory monologues is welcome in the extreme. I like piecing things together.
Mark Pay (2009-01-09)
Thanks for the purchase! Every one counts at the moment, so I'm really grateful. :D

The basic mouse-coordinate functions do rescale well in MMF when using the rescale mode. Unfortunately, the one object I used everywhere for the GUI does not make the correction. :( I can replace all that code, but it's a long and painful task to attempt in MMF across multiple levels.

About the mute mode - do you mean the music? I can certainly get that in for the next patch which I'm hoping to have done later this month.

replaying... w/ Mericious/PyanPau/Grace vs. first play
euthanatos

euthanatos (2009-01-13)
first time I played through w/ Charlotte (?--the blonde rifle girl), Kaltos, and Enshadu aka the same party everyone else uses

I found a lot of fights e.g. the Count hard, but granted it was first time I played

but this time I'm playing w/ 2 priests and 1 rifleman (Meric. Pyanpau and Grace)

Maybe it's solely b/c I know the mechanics, but I am finding the game far easier in battles, in a matter of 3-4 hours I am already at the Institute and only suffered two defeats (but keep in mind I am rushing the entire time through fights, being lazy)

Most fights are pretty easy, I damn everyone, grace unloads, and PyanPau does trick

To really collapse enemies I have both Pyanpau + Meric spamming Wrath and Grace doing empowder

I don't need Grace wasting time on smoke barrels usually b/c I can also spam heal with each priest to recover entire party quickly

Meric. has the staff + book dropped by the Inquisitors so his damn/wrath are really good

And finally I can sometimes have one priest spam Aurora and another Heal, and grace just deal empower + aimed shot for example to drop bosses--I literally just set the combat speed on fastest, walked off, came back and Cloud Child was dead

So I am wondering does anyone else feel 2 priests + rifleman is a killer party?

Plus it's fun listening to Mericious and PyanPau argue or debate, and the former mock the latter's "grandfather" invisible friend

lol
Mark Pay (2009-01-13)
Dodge backed by multiple heals should be very good at tanking damage too. Are you playing on normal difficulty?

Grandfather was going to have a real speaking part in the finale ( heard by PyanPau only of course ) To my regret, I decided to drop it to save time.
euthanatos (2009-01-18)
Normal difficulty, unlocked

Just beat the game w/ this party, 8.75 hrs total

I should have played it on Locked Hard

Anyway, based on end-game tallies, my KOs were half that of my Kalt/Char/Enshadu playthrough, and I got through most fights easily

--

Itemwise, I gave the one evil book to Mericious, the one that poisons everyone in combat every minute or so that you get by defeating the priests in the snow town. This worked out wonderfully, it would infect guys who had fled to the back ranks, which would knock them off. Further, it would easily knock out revived targets, so basically once an enemy died, they were gone for good.

The Inquisition subplot was awesome, I figured halfway through the dialog that things were going to come to a fight, but it was still shocking b/c Mericious was willing to possibly kill members of his own priesthood.

I don't recall PyanPau or Grace Winters having a deep subplot role, the story certainly revealed interesting facts about them, and at the time I didnt realize it, but now I wish there had been a bit more to it, like PyanPau having a subquest or combat etc.

But that's just a minor quibble--overall, even on playthrough 2, game was just as amazing as first time, and more insightful since I knew the core plot going in. Now what Mama Yaga was saying to the party makes way more sense... hopefully what she says is correct, that mankind will go to the stars again.

I hope all the Rakari weren't killed by Batiste, they were awesome...

BTW, I think the best art/background of the game, is just all the subtle propaganda the Rakari have made, like "Protect" "Serve" etc., and also how in the Trader Town, the traders have written propaganda all over the pro-Rakari posters.
Mark Pay (2009-01-21)
I'm glad to hear you enjoyed your second play-through euthanatos!

Your experiences with the poison book are also interesting. I didn't take the time to fully test/ calculate the numbers on it myself. It is supposed to do less poison damage to the party than opposing creatures.
It's good that you didn't find normal difficulty... hard a second time around. :) That's how it should be, hopefully.

Thanks for sharing your feedback. :D
Withnail (2009-07-15)
Did the exact same thing - so much for me having free will haha. Agree with everything you said, and would also add that an enpowdered strike is GODLY. At least as good of an armor-breaker as charged slays, and possibly slightly better since it doesn't have to be set up. That was also the playthrough where I discovered how awesome black bullet was. So much damage!

New Player
Stalvos

Stalvos (2009-01-14)
Hello. I was in the mood for a new game so I went to game tunnel because they specialize in spotlighting indie games. TSE2 won RPG of the year so I downloaded the demo. After playing the game for less than an hour, I quit the demo and purchased the full game. This game is a testament to the fact that you don't need a huge staff or a huge budget to make a wonderful rpg that is both fun to play and has a compelling storyline. I'm already hooked into the story and I'm not even out of the second town yet. I was surprised at the depth of the script. Normally in a "cheap" rpg you just spam the button to get past all the blabbering. Here I was actually enjoying the interaction between the characters and all the blabbering!

My only question so far would be this:

Why can't we have freedom to choose any of the characters to start the game with?

For instance if I want the knight as my third character I cannot choose the priest in that same column as that knight. I'd rather have a "priest slot" an "archer" slot and a "knight" slot so I can mix and match any of the characters. I'm sure they all have their own personality and history. Is the choice limited because of the script interaction between the three? Right now if I wanted to have all three characters from the top row as my party the game won't let me. Is that a design choice?

Anyway keep up the good work. I'll be enjoying the game and I think my mmorpg accounts are in danger of gathering dust for a while!
ROD (2009-01-14)
"

My only question so far would be this:

Why can't we have freedom to choose any of the characters to start the game with?

"


You need 3 roles for the story, but the single roles are different, so a good candidate for role #1 wouldn´t work for role #2.
All "candidates" from one row are kind of "relatives" and able to fulfill the same task in the story (hey, that sounds strange, maybe someone else can explain that nicer..)

This affects not only the story but also the battling (through the story..) remember e.g. in World Two: one character (always the one from the first group) gets sick before crossing the plain thus affecting certain skills in battle.
These things keep on happening, which is great because it makes the game even deeper A LOT (if you like to play it more than 1 time)

also, it´s nice to play it with only two or one different types...
ADmiral-tse (2009-01-14)
As far as I know, you are right. The choice is limited because the script is limited. ;)

I thought it was pretty obvious at first; after all, you can choose between 27 possible parties now, whereas that number would be 84 with free character choice.

However, if we look at it another way, there probably isn't that much more work in free character choice:
1) First we have the basic script, which is the same for all parties. This kind of writing makes up most of the dialog in any one playthrough, but probably not in the whole game.
2) Then we have individual scripts for each character which are independent of the other party members.
3) Some parts of the script are written for certain pairs of characters.
4) And finally, maybe there exists dialogue written for specific 3-character-combinations.

Now here's how many times the writing effort of a single party each of these options take:

Current system:
1) Once
2) 9
3) We have 27 pairs
4) As well as 27 parties

Free choice:
1) 1
2) 9
3) 36 pairs
4) 84 parties

Obviously, noone would want to write/play 84 different versions of any story event. Or 84 unique story events.
I suspect (but I'm not quite sure) that Mark didn't write anything for just a single possible party. If he did, I'd have to play through the game 27 times. :D So perhaps all the great party-specific occurrences we all love are in fact pair script. The impression that the script is tailored to your party comes from the 3 different pairs that are in it, each of which have their own unique dialogue.

Since 36/27 isn't such an outrageous increase in writing as 84/27, I'd guess the limit in choices is just TSE tradition.

Or maybe for balancing :) It's harder to pick a combination that will get you stuck somewhere. Though it's still pretty easy as it is (choose 3 of the same type).

Btw., to see all the pair script, you have to finish the game 9 times :D
Mark Pay (2009-01-14)
Hi Stalvos! Thanks for posting. It's great to hear that you're enjoying the game. :D

As you speculated, the character restrictions are caused by the requirements of script interactions. As ROD says, each character 'slot' fills a specific role in any dialogue.

Character 1 has a grumpy, pessimistic, antisocial, aggressive and selfish personality.
Character 2 has a cheerful, optimistic, impulsive and empathic personality.
Character 3 has an older, wiser, more reasoned personality.

With these common traits, any dialogue interaction can be scripted to follow a single set path, with usually at most 3 parallel variations. In many cases, characters in a slot can all speak the exact same lines.

Without this there are too many possible dialogue interactions to handle - a common branching problem in game design.

First, the number of personality combinations at each dialogue would increase, from 1 to 27. Total character combinations would increase from 27 to 504. ( this is assuming a completely free choice of character )
Second, a different personality combination ought logically to handle story events with different outcomes. A group comprised of all three 'Character 1' personalities would never even finish Chapter 1.

The implications of this are mind-boggling from a design and production perspective! Quality non-linear story-telling remains a mythical holy grail for developers. For the sake of actually making and finishing games, it is necessary resort to such compromises.

PS - A good explanation from ADmiral too :D There are a couple of lines of dialogue that are dependent on all 3 characters, but they're not worth replaying the game 27 times for. XD
Stalvos (2009-01-14)
I figured that was the case. You took time to customize the script to match the character choices. It was either what we have now or two other options:

1. write a script that took into account all possibilities, taking you five years to do so before you actually started to program the game.

2. write a generic script that was plain vanilla and did not allow for anything specific, ruining the replay value and overall playing experience.

You took the correct path by making a balanced approach.

Is my team too weak?
Grubber

Grubber (2009-01-17)
I'm in the dunes, and I'm trying to kill Tze Tza, but I die befor he goes under 1,000 Hp. My team's :
Clara, Edward and Matthieu, they're level 42. Clara has 27 ups on chain magic, and the talismen for an extra bubble of energy. Edward has 21 on rifle attack, and Matthieu has 27 on HOTG, yet 6 on group healing. I dominated all the other boses, but Tze Tza is a whole new level... is my team too weak?
ROD (2009-01-17)
First of all: Did you notice that he changes his armour during battle? glide with mouse over him to check his vulnerabilities, when he changes his appearence he gets immune against one "school" of damage (kinetic, magical, normal)

But then your level seems very high to me - and I heard there are certain enemies especially in this area where the difficulty INCREASES when you are too high-leveled (due to level-related stats ore aomething...)
Grubber (2009-01-17)
"First of all: Did you notice that he changes his armour during battle? glide with mouse over him to check his vulnerabilities, when he changes his appearence he gets immune against one "school" of damage (kinetic, magical, normal)

But then your level seems very high to me - and I heard there are certain enemies especially in this area where the difficulty INCREASES when you are too high-leveled (due to level-related stats ore aomething...)"


I did notice the armor, when it's kinetic I have Edward heal, and Clara put up a wall, while Matthieu uses HOTG. And when magical, I shoot with edward, and use party heal, but he always comes out on top. If it does increase, I guess I should restart.. :(
ROD (2009-01-17)
"
I did notice the armor, when it's kinetic I have Edward heal, and Clara put up a wall, while Matthieu uses HOTG. And when magical, I shoot with edward, and use party heal, but he always comes out on top. If it does increase, I guess I should restart.. :("


Clara using Life Drain would be worth a try I guess (even whithout many skillpoints), the other two alternating recover/heal and shooting/HOTG

If no chance start again or maybe you have a savegame in the Mango Republic (before resetting)?
Then I´d advise including Dynamite for Edward.
Clara is good on Life Drain (it´s useless in the final fight and all other undead creatures but it just seems so right for her...)
Grubber (2009-01-17)
I wanna avoid life drain, as later it will suck too much. I always thought dynamite was bad, is it actually good?
ROD (2009-01-17)
"I wanna avoid life drain, as later it will suck too much. I always thought dynamite was bad, is it actually good?"

I used it only with Edward - he is especially good in it and he gets some extra training in the jungle.

I didn´t count but it feels there are a lot more "NX" and "MX" than "EX" creatures in the game. Dynamite is very powerful and it can hit multiple enemies - well it works, some fights get very easy with it and you can still use it in the final world.
Grubber (2009-01-18)
Guess i'll try the dynamite, and life drain, I'm not sure, but wouldn't making Matthieu more specialized in healing be a better investment? because Edward and Clara will be doing enough damage already... :?
ROD (2009-01-18)
"Guess i'll try the dynamite, and life drain, I'm not sure, but wouldn't making Matthieu more specialized in healing be a better investment? because Edward and Clara will be doing enough damage already... :?"

Yes but HOTG is too powerful to miss, maybe

Clara: Kinetic Shield, Life Drain, Kinetic Smash (Rock Rain until Mango Republic)

Edward: Dynamite and Sharp Shoot

Matthieu: HOTG and Party Heal

You can afford to develop at least two skills and don´t forget Mana! (It protects against magical damage, you should invest at least 8 points until the last chapter), you don´t need to invest much in health. Kinetic Smash is because you may need a good single attack against Bosses and higher armoured creatures towards the end
Grubber (2009-01-19)
""Guess i'll try the dynamite, and life drain, I'm not sure, but wouldn't making Matthieu more specialized in healing be a better investment? because Edward and Clara will be doing enough damage already... :?"

Yes but HOTG is too powerful to miss, maybe

Clara: Kinetic Shield, Life Drain, Kinetic Smash (Rock Rain until Mango Republic)

Edward: Dynamite and Sharp Shoot

Matthieu: HOTG and Party Heal

You can afford to develop at least two skills and don´t forget Mana! (It protects against magical damage, you should invest at least 8 points until the last chapter), you don´t need to invest much in health. Kinetic Smash is because you may need a good single attack against Bosses and higher armoured creatures towards the end"


Clara's not great with Kinetic Smash, so I try to keep her away from it, I guess I could put some into rock rain and Life drain though?

Edward...dynamite seems like a good idea, I'll try that, with powershot.

Matthieu, HOTG and party heal it is, and alot of self heal equipment.

I've only beaten it one other time, and I had almost 10 points in Hp for each person, and 8 for mana already, so that's fine.
Mark Pay (2009-01-19)
"But then your level seems very high to me - and I heard there are certain enemies especially in this area where the difficulty INCREASES when you are too high-leveled (due to level-related stats ore aomething...)"

I think this may be the problem. Tza Tze, Aegin Warstick's challenge and Granael all scale with character level. They scale a little too much and become harder when attempted at higher levels.

Single strike attacks might work better since I believe Tza Tze's armour also increases as he takes damage. ( I'm not sure on this though )
Brickman (2009-01-21)
Wait, Aegin Warstick's challenge scales with your level?

WHY DID NOONE TELL ME? Since that was easily the hardest portion of the game, I always put it off until I'd completed everything else in the chapter except him and Tza Tze. And that was just making it worse?

Anyways, you said you had "rifle attack" leveled? That's a very poor choice. Rifle attack is useless, it's only worth spending points there if you're going to use rapid shot, and then you also want to put at least some there. And you don't want both chain magic and rapid shot, because those are both worthless if your opponent has high armor (and most of the bosses near the end of the game have a ton of armor; the final boss's second form is -130/-130/-90 I believe)). You want to have only one person with a multi-hit attack, and even THAT'S optional because you can always muscle through with single hitters and forgo the situational advantages against low-armored foes.
ROD (2009-01-21)
I agree with Brickman - for example Clara may be great in Rock Rain but it´s no use towards the end - too much resistance for a one-mana multiple attack skill (though it´s hilarious in the first chapters).
That´s why it´s more prudent to let her do kinetic smash - you need big single strikes, dynamite seemed to work because it deals much more damage than Rock Rain plus you don´t waste charges (afair one strike contains four charges and they all hit some target)
Grubber (2009-01-21)
"Wait, Aegin Warstick's challenge scales with your level?

WHY DID NOONE TELL ME? Since that was easily the hardest portion of the game, I always put it off until I'd completed everything else in the chapter except him and Tza Tze. And that was just making it worse?

Anyways, you said you had "rifle attack" leveled? That's a very poor choice. Rifle attack is useless, it's only worth spending points there if you're going to use rapid shot, and then you also want to put at least some there. And you don't want both chain magic and rapid shot, because those are both worthless if your opponent has high armor (and most of the bosses near the end of the game have a ton of armor; the final boss's second form is -130/-130/-90 I believe)). You want to have only one person with a multi-hit attack, and even THAT'S optional because you can always muscle through with single hitters and forgo the situational advantages against low-armored foes."
I leveled rifle attack so he could have a stronger speedfire, his sharpshoot is rather poor (compared to the others)However, I see what you mean about it being crazy weak later, as a couple days ago I beat it for the first time, and saw the -130 armor guys, the helicopter and the head, I'd do next to no damage to them.

i am hopeless
monsoonasiian

monsoonasiian (2009-01-23)
:cry: i need help again sigh, i keep getting stuck at silent snow fields, yet I've passed it so easily on my first try. My little brothers playing with two riflers and a priest, hes always had a hard time in silent snow fields no matter what :D, while I'm playing with two priests and a rifler, any advise for our teams. which situations do i incorporate trick and stag blow.

little brothers team: lonae, charlotte, enshadu
My team: Mericious, PyanPau, Grace

euthanatos thanks for the inspiration, i always wanted to finsih the game with pyan pau since I'm Buddhist my self and he seem a cheerful character but never got up to it till now, i wonder whats his demon no one tell...........ok maybe a hint :D

one more thing i think Denever is to old to go around slaying beasts, demons, cultists, zombies, and vampires maybe in the world of medea 76 is when u are at your best:D
Mark Pay (2009-01-23)
Hi monsoonasiian :D

I think that the Silent Snowfields can be quite a step up in difficulty. The way I usually play it is:

- Wait for the Nordleflies to attack, then hit them with at least one character to stop them attacking repeatedly. It is probably best to kill them first.

- Then focus on the South Stars. Keep one, maybe two characters at or near full health to absorb their attacks when they spin up. A priest may only be able to take one hit from them, so you should keep your musketeers(s) at high health, ready to place at the front.
If you have two musketeers, you may be able to KO South Stars quickly with 2x High Fire ( with perhaps Bless )

- Don't attack the Flumpuses until last, when you can hit them with all 3 characters. You will need to focus fire on them or your attacks will be wasted.


It's only slightly hinted at in the game, by Batiste, but there is a reason why the inhabitants of Medea can be running around at such an old age. :)

The World of Medea
monsoonasiian

monsoonasiian (2009-01-23)
Which world is your favorite, please write down why as well i want to read about every1s opinions. especially you mark i wonder which is your favorite world.

World 1

World 2

World 3

World 4

World 5

World 6

World 7

World 8

World 9

World 10

btw can any1 tell how to put images from the computer to poll it would be good for every1.[/img]

Fish
monsoonasiian

monsoonasiian (2009-01-23)
does any1 here have a fish tank ?? coz i have a lil tank myself and I'm wondering if i should move onto a 850 gal because one of my guppies just died and i don't know if its because of her age or the water, I'm kinda afraid if i move onto a big tank its going to be a massacre. :shock:
GiB (2009-01-24)
Why don't just search the net about the guppies and see how they must be keeped? I don't have fish tank myself, so I can't help you.

Paying from Europe
Linya

Linya (2009-01-25)
Hello guys,
I'm sorry if this topic occured before, but I haven't found anything about it so far.

My question is: How and especially how much do I have to pay when I'm from Europe (not England) and want to buy TSE2? Is it even possible?^^
I got the TSE1 for free from a CD of a game mag and would like to play the 2nd as well.
Please help me :?

Bye, Linya
Mark Pay (2009-01-25)
Hi Linya.
TSE-2 is being sold via online download by BMT Micro ( https://secure.bmtmicro.com/servlets/Orders.ShoppingCart?CID=3927&PRODUCTID=39270000 )

They're a reliable company and their two main payment options are Credit/Debit card and Paypal.
I believe their site should select a currency according to your region, but if not you can change it between US Dollars, Euros and UK Pounds at the bottom of the page.
The main price is currently set at 18 US dollars, and the Euro and Pound prices are derived from this using the current exchange rates.

Please ask if you have any more questions. :D
ROD (2009-01-25)
"Hello guys,
I'm sorry if this topic occured before, but I haven't found anything about it so far.

My question is: How and especially how much do I have to pay when I'm from Europe (not England) and want to buy TSE2? Is it even possible?^^
I got the TSE1 for free from a CD of a game mag and would like to play the 2nd as well.
Please help me :?

Bye, Linya"


I payed around 12 EURO using paypal (...for the very first time, was surprisingly easy)

a bargain, no question :D
Linya (2009-01-26)
Thank you very much :D

TSE2 fan art
Nillo

Nillo (2009-01-27)
[url]http://tinypic.com/view.php?pic=zit3z6&s=5
[url]http://tinypic.com/view.php?pic=ih6zjs&s=5
[url]http://tinypic.com/view.php?pic=fqngx&s=5

Some TSE-themed artwork that I commissioned from an artist who goes by the name of Unth. It's my three favorite characters - Kaltos, Charlotte and Enshadu. I'd ask you to go shower him with praise, but I don't think he has a website (none that I know of at least). At any rate, it rocks. :)

If anyone else feels like drawing something (or paying someone to draw something like I did! :wink:) feel free to share it in this topic.
Mark Pay (2009-01-29)
Those are great! :D I especially like the dynamic poses. I think it is the hope of any developer to inspire fan art. Thank-you! :D
<=-WaLkInGtHeWaY-=> (2009-02-09)
^^ keep up the good work XD
ytrfamli (2009-03-22)
http://img523.imageshack.us/img523/7471/xxxx.th.png


:lol: Phahahahaha...This is my best attempt on Enshadu with Hero Machine.
Well, I know something is missing (and some details are not correct),
but, with limited slot to fill in, that's the best I can do.
(Erm, at least he looks like him. I guess.)
(I know, he wears shoes. It's just personal preference.)
(The dangling red cape is actually an overcoat.)


http://img523.imageshack.us/img523/4125/xxxxg.th.png
Alternatively, this one focus more on the shoulders and his cape,
but now there's no place for his clothes. Oh well.


Edit:Just noticed that I forgot the glove expansion for his bandages. Nevermind..
Mark Pay (2009-03-23)
That's really cool. :D I've not seen that site before.

Selections Soundtrack now Free
TwiTerror

TwiTerror (2009-01-29)
The TSE2 Selections album is now free:
[url]http://www.syntesis.org/tse2-selections
TeeGee (2009-01-29)
Awesome. Downloading right away.
Nillo (2009-01-29)
This is great news, thanks! Does this mean you'll also add a "download" option to these songs on thesixtyone now?
TeeGee (2009-01-29)
Listening to it now. Damn, you did such an incredible job on this game's music, Josh.
camlorn (2009-03-08)
free? where?
TwiTerror (2009-03-08)
The album got pushed to iTunes, so it's no longer free. However, nothing is keeping you from clicking me for a short time. (:
TwiTerror (2009-08-28)
It's free again, just enter a minimum of $0:

http://music.jwmusic.org/album/the-spirit-engine-2-selections

Game saves
Agosen

Agosen (2009-01-29)
I have my copy on a USB stick - However whenever i change PC my save game gets reset. And i cannot find my save file in the folder to back it up.

Any ideas?
Mark Pay (2009-01-29)
Hi Agosen.

In version 1.04 and above, save games in Vista are held in [Username]/Documents/My Games/The Spirit Engine 2. In XP, it ought to be My Documents/My Games/The Spirit Engine 2.

The files have to be held here to comply with Vista's UAC system.
Agosen (2009-01-29)
Pff - I cant believe i didnt check such an obvious place, i guess having an empty save folder in the root dir kinda threw me.

Thanks alot mate :)
Mark Pay (2009-01-29)
No problem, I'm happy I could help. :D There still seems to be no consensus on where developers are supposed to put save files, so they can be difficult to track down. It doesn't help that Microsoft seems to change the 'Documents' folder structure with every version of Windows.

Major Bug
Agosen

Agosen (2009-01-30)
After the templeson bridge boss, my game kinda freezes. The options at the bottom are "-" and "^" and i cant select either. (Its conversation dialogue).

This a common issue or just me? T

Thanks once again, great game.
Nillo (2009-01-30)
I don't think it is a common issue. Could you take a screenshot of this happening?
Mark Pay (2009-01-30)
This sounds like a corrupted dialogue file. Does the issue occur every time you play this level?

Patch 1.05 candidate
Mark Pay

Mark Pay (2009-01-31)
Patch 1.05 has taken a while since I've been busy with other work, but it should be ready to go now.

Most of the patch covers translation issues, and so probably isn't vital for most players.
As usual, I would be grateful to anbody who, making sure that you have the original installer backed up, could install the patch, keep playing as usual, and let me know if they spot anything unusual ( like missing text )

http://www.thespiritengine.com/Files/TSE2Patches/Patch-TSE2-104-to-105.exe

Change List for TSE-2 version 1.05
---------------------------------------------------

- Improved support for translations.
- Added diagrams to the tutorial.
- Minor visual tweaks.


New translation functionality:
------------------------------------------

Versions of Script files can now be loaded from Script/Translation instead of Script/Stored, removing the need to overwrite the originals.
Versions of Data files can now be loaded from Data/Translation instead of Data/Current, removing the need to overwrite the originals.

The original English versions of replaceable images can be found here:
http://www.thespiritengine.com/Files/TSE2Misc/TSE2-Images-English.zip
Unzip this /Translation folder into your /Images folder and the game will load these.

The source file for Chapter world maps can be found here:
http://www.thespiritengine.com/Files/TSE2Misc/TSE2-World-Map-SRC.psd

Let me know if there are any problems or questions. :D

[Bug] AVG 8.0 wrongly detects SE2 as a trojan virus!
Pete

Pete (2009-02-08)
A moment ago my AVG free build 8.0.233 wrongly detected "The Spirit Engine 2.exe" as "Trojan Horse Dropper.Agent.LRE"!

Have other AVG Free users experienced this problem as well?
Mark Pay (2009-02-08)
I did a quick search and a recent thread on the Clickteam support forums seems to indicate this is a false-positive for all MMF-built software:

http://theclickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=128013
Pete (2009-02-09)
Yeah it seems alot of other people experienced the problem.

I have good news though. After the AVG free update today (09-02-2009), "The Spirit Engine 2.exe" is no longer wrongly detected as a trojan. I guess AVG fixed something and now AVG free works the way it should.
Mark Pay (2009-02-09)
That's good news, thanks for the update.

How do you pick which skills you want to use during battle?
ryuken3k

ryuken3k (2009-02-12)
The way I understand it, you can only use three skills for each character during battles. How do I change which three skills I can use for each character?
GiB (2009-02-12)
Just right click on a character during battle.A menu will appear and you will be able to choose all avaiable skills for the clicked character.

The game like noone other
nemesix

nemesix (2009-02-22)
I have just finished the game on medium diffucity ,i like how you did plot and all the way throught battles from one location to another by tactical thinking and listening to the nice plot in background of it ,also nice job with plots of all characters , i believe you it was very hard to implement every character with its own past and thinking ,i also apreciated possibility to complete game on different diffucity and case of changing it in-game ,also talent trees are great ,easy simple and very functional. I am actualy working on a game too ,for some years... and i didnt see any good game like TSE2 during last TSE :D ,if i could vote:

graphic -4.5/5 -its been really great ,i always looks into details ,so there was everythink well drawn ,and nice looking ,cause of small resolution i cant give you 5/5 :S

AI&tactic -5/5 -i didnt see any mistakes in their tactics ,noone is too overpowered or too weak

music&sounds -5/5 what i have to say ,good game without sound is bad game ,or average game with average sound which noone remember after some time but what game like TSE with vote like-superior have that like epix sound ,well thats a level higher than
others which make it peoples dont forget it ,which can stand in hall of fame

menu&saves - 3.5/5 -sorry but i cant give you more cause i think there was several things that could be improved ,like help box with list of items ,each atribute info ,or some tips about tactics ,or guide of all in game things , i found the help in folder but its like without useful tips , also somethink like list of special abilities misses ,which make a lot of peoples dont know what are they for ,also you have to do somethink with items ,at the end of game ,bag slots are full ,and cause of unlucky selling items there was no way how to sell them all and they just overload bags -maybe somethink like sell item without put it to one of free places could fix that
,but its not a big mistakes ,but not everyone know game mechanics ,you know ,helpbox could help

on the other hand i like idea of end statistics of completing the game
and also great conversations with depth which take player into the world of TSE
also great web page with a lot of information and well answered forum

My total vote 94% for TSE2 ,its my own personal rating so its up to each person
-to sum it ,it was very nice spended time to play TSE2 ,and also like me inspired other peoples ,so i Cheer upon you , great job , noone have done single somethink you did ,so /respect ,all your time of creating the game was spended well ,i am starting developer too ,so maybe one day you will write a post about my game :D
Mark Pay (2009-02-23)
Thanks your review nemesix. It's great to hear that you enjoyed the game!

The game's resolution was a difficult issue. Whilst I could now draw the backgrounds in a higher resolution, hi-res character and creature animations are a problem. It could be necessary to use the 'puppet' style of animation seen in Aquaria or Odin Sphere, and this is difficult to do well.

I agree that a better guide and tips system would help. I considered random startup tips for the last patch. I think I will put them into the next.
The shop slot size is a common problem too, so I will also try and look at this in future patches.

Thanks again. I wish you good luck with your own game. :D

Quibbles and questions..
znex

znex (2009-02-23)
Hi, I'm trying this game because some rave reviews recommended it.

There are a few minor oddities that it'd be great to have some light shed on:

1. How am I supposed to know what enemies are vulnerable/resistant to? Yes, I know I can mouse over them during battle, but it's kinda hard to formulate a battle strategy while getting pounded to a pulp - since I cannot seem to find any pause button!

Is it supposed to rely on trial and error and that eventually you just learn what works on what?

2. Is this a linear game or are there any choices to be made? Thus far it seems the game plays itself, and I'm just there to dish out the hurt and prevent the group from dying. I don't really have a say in what they do.

3. The first chapter was over so quickly. What's the average time for completing the game?

By the way, if I sound negative don't take it too hard. The game seems to have excellent production behind it, it's simply that I don't quite get or understand all of it :)
Mark Pay (2009-02-23)
Hi znex. :D I hope I can sort out your queries. Thanks for asking, I know that the initial presentation is lacking in some areas. Please let me know if you have any more questions afterwards.

1. You can pause the game using the controls in the bottom-right. It's #13 on the screenshot below.
There's four speeds, and the left-most is a pause. The game starts on speed 3 ( the rabbit ). There is a slower speed ( turtle ) that you may find more useful, especially after the first Chapter.
Most monsters are introduced in practise groups of 2, where they are easier to fight and assess.

2. Yes, the story is entirely linear. In this respect it's more JRPG than Western. The choices remain on the gameplay side.

3. The first Chapter is mainly an introduction and tutorial and is quite short. There's nine in total and all but 4 are longer than Chapter 2. Average completion time ( excluding reloads due to death ) seems to be around 13 hours.

http://www.thespiritengine.com/Files/Manual/Assets/controlscheme.png
znex (2009-02-23)
Thank you! That sorted all my questions. :D
Chandranath (2010-07-16)
how do i get past this part everytime i get into the first battle the enemys always seem to hold me there until the glacier breaks apart under us,ive tried it 5 times but cant seem to beat it should i go back and try to level higher? or hwat should i do?
ROD (2010-07-16)
"how do i get past this part everytime i get into the first battle the enemys always seem to hold me there until the glacier breaks apart under us,ive tried it 5 times but cant seem to beat it should i go back and try to level higher? or hwat should i do?"

Hi Chandranath!

I guess it should be possible to get past this without much levelling - what´s your Party? Which skills got developed? Do you have refund points left? What´s the difficulty setting?
The idea is of course to gain quick victories and not to waste any time with defensive skills if possible.

Note that heavy armour (Blunderbuss) needs "special treatment" in order to get reasonable damage: override, charge, bless, enpowder. Multiple smaller hittings don´t do a lot of damage, they rise the damage percentage multiplier though and that can also be used. and so on... maybe tell us more about your team
Chandranath (2010-07-16)
""how do i get past this part everytime i get into the first battle the enemys always seem to hold me there until the glacier breaks apart under us,ive tried it 5 times but cant seem to beat it should i go back and try to level higher? or hwat should i do?"

Hi Chandranath!

I guess it should be possible to get past this without much levelling - what´s your Party? Which skills got developed? Do you have refund points left? What´s the difficulty setting?
The idea is of course to gain quick victories and not to waste any time with defensive skills if possible.

Note that heavy armour (Blunderbuss) needs "special treatment" in order to get reasonable damage: override, charge, bless, enpowder. Multiple smaller hittings don´t do a lot of damage, they rise the damage percentage multiplier though and that can also be used. and so on... maybe tell us more about your team"


hi uhh ok i guess ill list everything or as much as i can about my party...my party is the default party mericous,ferwin,grace

graces skills are 14 fortitude,14 aimed shot, 2 explosive shell,10 lucky shot,0 flashbang,0 enpowder,0 black bullet,0 smokescreen,14 highfire,4 lucky lady 0 skill points and 2 refund points Skill chain first row all lucky shot,Second row all aimed shot, Third row all high fire to target weakest enemy

ferwin's skilsl are 14 fortitude,7 hack,7 slay,0 thunderstrike 4 recover,0 brace,11 sword faith,0 fortify, 14 charge, 3 might /skill points are 0 and 13 refund points Skill chain First row charge,hack,charge,hack,slay,recover,recover,charge,hack
Second row
charge,swordfaith,charge,swordfaith,recover,recover,charge,swordfaith,recover (sword faith atacks nearest enemy)
Third row all brace

mericous 14 fortitude,14 strike,14 heal,14 chosen,0 blessing,0 sprite summon,0 damn,0 aurora,0 wrath,0 trick /3 free skill points 35 free refund points Skill chain First row all strike Second row all heal Third row all aurora

Want all my characters armor also?and all my characters are level 59 they turn 60 after the first fight after save
ROD (2010-07-19)
ok some quick thoughts:

Do you use skill chains? Maybe it´s more useful to select single skills depending on battle situations using pause button a lot.

For this fight try not to use any defensive skills. Most if the enemies attack the front row, so keep rotating.

Try to bring down these "Shamans" first (if there are any) using magic only thus avoidng the chi-shield (Swordfaith and Lucky shot, maybe some skill points to wrath wouldn´t hurt)

I think you´ve put too much points infortitude, seems better to boost other skills.

If you´re not playing on absurd or hard this shouldn´t be too difficult!
Chandranath (2010-07-20)
the sad/pathetic thing about this is im on easy i haev ben focusing on noting but offensive attacks since i got on the glacier nad im still loseing and well i only put in fortitude alot cause boss fights need quite a bit of health ot stay live dureing and the battle after the point of no return in the glacier there is a iceeni and 2 blunderbuss creatures who look like the abominable snowman they refuse to go down
ROD (2010-07-20)
Ok, that´s what I propose:

1.: - get Wrath on lvl 14 pulling from all the other skills
- get sword faith on lvl 14 pulling from fortitude, hack, recover
- get lucky shot on lvl 12 with the 2 remaining feund points pulling from health

2.: The Iceeni has priority because of his freeze skill, no problem with lucky shot and (charged) swordfaith, but wrath works only for front row enemies. Good luck with that and also that he doesn´t freeze Grace or Ferwin in the beginning...


3.:If there´s only yetis left, I´d recommend a single black bullet (ethereal armour is low and damage dealt is pretty high even with lvl 0) before turning to aimed shot, I guess the high level swordfaith might be better than slay (despite the large enemy bonus) but don´t use that anyway without charge unless his health is down already . With two Yetis be careful to take them one after the other - so always pause the skills to be sure you don´t get the "wrong" one who might be attacking (for this, swordfaith is much better than slay). If there are two and they swith position before one falls you have to use high fire and swordfaith to avoid enemy recovering.

Good luck!
Chandranath (2010-07-20)
thax ill try to do that

Wrong coordinates
ytrfamli

ytrfamli (2009-03-03)
I'm not sure if this has been mentioned before, but there's this interesting bug in chapter 2, V1.04 :

http://img172.imageshack.us/img172/8588/bugo.th.png


This is produced by making the team run(click on the border of the screen) as soon as you've picked a place in the world map by the mouse. Note that this doesn't happen in every spot. The bug only occurs in both sides of "Ghost Town" and "Tall Grasses", when you enter "The Lonely Trail" from the right, and when you enter "South Point Bastion".(I haven't test on every spot in every chapter, so I'm not sure if this is a unique bug that just occurs in chapter 2.)

When you're engaged in a battle under this bug, enemies would be out of your sight; They just appear to be some where out of the screen. In my snapshot you can see 2 stones thrown by apparently 2 Poltergeists, and since they're too far away the stones can't even reach the team. Since swordfaith is a targeted attack, an easy victory is at hand.(Your team cannot go out of the screen so you can only do ranged or targeted attacks to enemies that don't do physical attacks.)

Sadly this bug eventually leads to deadlocks in the game. In my above demonstration, if I continue going right, eventually the team would be engaged in a battle that has no enemies at all. You can do what ever attack you wish, nothing will happen, and no enemy or attack would appear from the right. You just have to quit and load again. Similar results for the battle in "South Point Bastion". 2 of the team member would not stop running even though they're already on their position, and the game just hangs there, with the beasts and one of your team member amazed at the performance of the never-ending jogging by the other 2 team members.
Mark Pay (2009-03-03)
Thanks for the report ytrfamli. This is a strange and serious bug when it is triggered.

I guess that it hasn't been reported already because you need to move and click again very quickly whilst the level is loading. In theory this could cause the same problem on other levels.

I'll get it fixed for version 1.06. Thanks again for providing such a detailed report, and I'm sorry that you've experienced this.
thatotherguy007 (2009-04-27)
I have found the same bug. I posted this as a new thread and deleted it when I found this one. Anyway, So far I can only reproduce its effects in chapter two in areas, Tall Grasses and Ghost Town, approaching from South Point Bastion. I have tried in some other chapters but haven't made the bug appear there.

When entering these areas only when I have the mouse the area loaded with the characters a ways into the screen, not by the signpost. The true trouble then was when entering battle. The enemies were not in the usual place when battle started as was. Often they would be offscreen and attacks would miss.

A note: it seems to happen more often when you click just before the screen would change. I have a screenshot if it would help.
Mark Pay (2009-04-27)
Thanks for the help thatotherguy007. I believe I know the cause. The mouse clicks for movement are registering before the level loads and initial object positions are calculated, which makes the game very confused. :(

How I liked the game. A review of the full version.
schmooo

schmooo (2009-03-10)
I bought the game sometime in the first few weeks. I was pleased. Having purchased anouther indie game before it called Depths of Peril, Spirit Engine 2 shined by comparrison. The game was fun. The plot was nice. The characters were likable. The music was great. The artwork was good. The combat system was EXCELLENT.

However like everyone else there are things that I wish were different. Note I have not played with the patches so sorry if these gripes are not longer true, please let me know.

1) no gamepad support. Somewhat important to me since i like to lean back like a vegetable while i play.

2) Minigames/puzzles. I like my rpg's to have mini games and puzzles. There were a few. Where you have to maximize damage in 1 punch, and where you have to take a lot of damage from the carnies in the city. However these were just like 2 extra bosses gameplay wise. Sure you had to figure them out but i wanted more minigames and puzzles, preferably not based on the combat system.

3) No voice acting. I realize this is a lot to ask but it would have been nice.

Okay done complaining.
the game was great. I loved it, i still play it.
One of my fav rpg's along with KOTOR.
8.75/10 A great value for the price!

P.S. while Mark routinely badmouths the original Spirit Engine, I LOVE the original. I might even prefer it because i like the cartoony graphics and I loved the cowboys and priests. I mean who doesnt want a catholic priest in their rpg party, priceless. I would still play it if the music didn't crash my computer. I have a version without the music that i play, but its not the same.
Mark Pay (2009-03-11)
Thanks Schmoo. :D

On gamepad support, my personal platform preference is probably to blame. I don't play on consoles very often. When I started work on TSE-2 I had never played an RPG on console before and the idea of using a gamepad for menu navigation would ( and still does ) drive me crazy!
It's something I will be aware of for any future projects. It would be a lot of work to add to TSE-2 at this stage, unless there are a lot of requests for it.

Puzzles - Are I pet hate of mine I must confess! At least non-optional ones. I'm also the sort of person who plays through RPGs and avoids every minigame as well. Ultimately, limited resources made the final decision. I'd have liked to add more optional content in general though.

I would have loved to have voice acting. Unfortunately, with so many characters ( for a small project ) and no budget, I could not possibly have found or afforded the necessary talent. Sadly, no voice-acting is better than bad voice-acting.

Thanks for sharing your feedback. It's useful and I enjoyed reading it. I'm glad to hear you still like TSE1! I wish there was some way for me to fix the crash issues that wouldn't require weeks of painful work. :(
schmooo (2009-03-12)
Wow a reply from the creator. don't fret about my gripes haha. what you did you did very well, thats what counts i think.

Yes you are right, puzzles should be optional if they exist. A satisfying puzzle has the drawback that a few people won't be able to solve it, so it must be optional.

Optional or random content is what makes multiple playthroughs more satisfying, fortunately you provide this through having many possible party combinations each with different game events.

Translation Packs
Mark Pay

Mark Pay (2009-03-13)
I'm happy to announce the first language translation pack for The Spirit Engine 2. It is a translation into Italian and is the result of a lot of hard work by Alessandro Barbazza, who has also been a great help in improving the general support for translations in the game. At the moment, Chapter's 1,2 and 3 are covered but Alessandro is working on more.

http://www.thespiritengine.com/Files/TSE2Translations/TSE2-TranslationPack-IT.zip

( last updated, 20th April 2009 - Chapter 3 now included )

The archive should be unzipped into your install directory, making sure that you have a backed-up copy of the original installer. This will work on both the demo and full game. Several files will currently need be overwritten. I will remove this need in the next patch.

I'm very excited by this and very grateful to Alessandro for all his help and hard work. :D I hope to see more translations into other languages in the future.

TSE-2 Sketchbooks
Mark Pay

Mark Pay (2009-03-13)
Yesterday I was sorting out my sketchbooks from the last decade, wincing and smiling at a lot of my terrible old doodles, and I came across the small pile with my TSE-2 sketch work.
I'm not much of a concept artist. I rarely do more than scratch out some quick sketches as guidelines. A lot of it was junk, given that the earliest is now five years old. Some of the first few sketches are wierd. Some of them made me smile though, and I thought I'd share them. The originals are in very faint pencils, and my attempts to increase the contrast have not been entirely successful.


Chibi-Enshadu. For some reason I had decided to draw the cast in coloured pencils:

http://www.thespiritengine.com/Images/Additional/tse2-01.png

Early Clay 13 concept. The final version was cuter and easier to animate:

http://www.thespiritengine.com/Images/Additional/tse2-04.png

Concept sketch for Denever:

http://www.thespiritengine.com/Images/Additional/tse2-06.png

Concept sketch for Ionae:

http://www.thespiritengine.com/Images/Additional/tse2-07.png

Longreach originally had a rather detailed plan. It means little in the context of the final game, but it was nice to have around anyway:

http://www.thespiritengine.com/Images/Additional/tse2-03.png

Team Angry takes offense at something! Sadly not available in-game:

http://www.thespiritengine.com/Images/Additional/tse2-05.png

Finally, I was going to do '5-years-later' style portraits for the credits, in a similar manner to the original game. With time running short and the ending becoming more ambiguous, I decided not to complete them. I kind of liked this sketch of more mellow Ionae though. It seemed like a nice end for her.

http://www.thespiritengine.com/Images/Additional/tse2-02.png
Tiavals (2009-03-15)
Shame you didn't have time to add those 5-years later drawings to the game ending, would've been quite nice I'd imagine. And a short story about their lives after that as well.

But I can see it wouldn't be too appropiate for at least 2 characters due to their endings. I'm sure you know which two, without spoiling anything if someone who hasn't played the game reads this.

TSE-2: The best SSRPG since Ys 3
Hylanvahr

Hylanvahr (2009-03-13)
First off, I just want to say to anyone out there who was like me nearly a week ago, lurking and reading the posts here, deciding whether to try the demo or just straight out buy it...try not to hesitate for too long. Buying TSE2 for $15 is an absolute steal! I had no idea it was at a higher price when I bought the 1.05 version the day it came out. I'd just assumed it was always like that until I did some forum reading after the fact. Seriously, in the golden age of gaming in the early 90s, I paid twice that, and then some for lesser games on SNES. Ys III was one of them (hence the topic title, and the closest comparison to TSE2 I can think of...SSRPG = Side-scrolling RPG).

Having just beat the game this morning, I simply had to join these forums and share my thoughts about the whole thing. I almost never write reviews for anything I try, but I'm making an exception for such an exceptional game and its outstanding creators (especially since they actually read the stuff in these forums). For each point, I'll do the bad news first (if I can think of any, lol), then give a rebuttal for why I think the awesomeness outweighs the drawbacks:

Note: First run-through w/ the "Standard" party (Kaltos, Charlotte, and Enshadu) @ Normal, unlocked (but played Normal from start to finish...honest!). ;)

Gameplay
Cons: Combat was difficult throughout the game (I'm actually left wondering just how insane Hard mode is, let alone Absurd...yeeesh! I'm almost too afraid to try, lol), and often times I was left wanting a Flee option during battle when things got rough. I also felt like the skill chains were more like convenient macros rather than a strategic paring up of party abilities. I never once used or saw the need for Party Chains as the individual chains were more than adequate. Being able to go into Overdrive status was nice, but unfortunately, due to its long build-up period, had rarely come into play given the sheer power most enemies had. Finally, some random monster spawn combinations, especially near the endgame, caused standard battle encounters to surprisingly be more challenging than the boss battles. Shouldn't it be the other way around?

Pros: So what if the fights were brutal and you couldn't run when things looked bad? There were generous placings of save points throughout the game to fall back on whenever I lost. Sure, skill chains are basically player-defined macros, but that's a heck of a lot better than the tired old menu-driven system of so many RPGs, especially those from Japan. The chains made battle so quick and painless while doing a dynamite job maintaining the pace and giving the player motive to monitor his battle strategies carefully until one side or the other went down.
Enemy AI was also surprisingly smart; most of the time, the opposing force knew when to swap places whenever one of their members were weak, and did a super wicked job (especially those who could teleport or attack back row allies) focusing on my weaker heroes AT THE MOST INOPPORTUNE TIMES! :P
Pacing is simply masterful in this game. Adding such things as air-tight time limits on certain occasions and endurance sequences to a couple of key events adds a remarkable depth of variety and motivation to blast through the hordes that stand between the heroes and the salvation of Medea. It's this level of variety and intensity that had me pushing through long eye strain-filled marathons in past games like the Final Fantasies, the Lunar saga, Lufia, Ys, the Phantasy Stars, Chrono Trigger, Xenogears, and on and on.
Oh, and I can't end this section without saying how grateful I am that there is no MP (magic points) or AP, or spell slots, or whatever limits RPGs almost always force down the throats of players when it comes to such things. Having unlimited use of skills and magic while still having the battles stay challenging is a simple, yet wonderful piece of game designing revolution (not evolution). HP is still there, but thankfully there is no management of it outside of battles, making combat and dungeon crawling that much more speedy and tense (especially the collapsing glacier leading up to the institute and the battlefields near the end...the sense of urgency in these situations were exciting to behold!).

Story & Presentation
Cons: Dialogues were especially lengthy at times, even for someone like me who deeply enjoys reading long character-driven narratives (like James Clavell's 1000+ page sprawling epic Shogun for example). Sometimes, I felt like the characters were reciting from a speech they had written on a piece of paper in their hands rather than actually talking to each other. This made some dialogue feel unnecessarily awkward, especially in times of crisis or intense emotion. Please don't get me wrong, plot exposition is very important in games like these as you know, but if it gets to be a bit much to take in all at once at any given point in the unfolding story, players tend to notice that, and it does little justice to the otherwise incredible pacing of the gameplay, having the unintended consequence of turning less patient players away (especially in a world of kids and teenagers raised in an age of instant gratification and console games that too often focus on style and multi-player rather than substance and the single-player experience).

Pros: The game runs on a stable coding foundation (as of v1.05 and run on Windows XP SP3, btw). No crashes...not a once, even with background applications constantly running around and annoying my system memory to no end.
The monolithic story and its setting is nothing less than inspired and deeply imaginative, leaving one to wonder if a man named Mark Pay, or Hironobu Sakaguchi actually wrote this game. Yes, if you recognize that latter Japanese name, then you should know that Mr. Pay's TSE2 script and his fantasy world of Medea is THAT good. Eat your heart out, Mr. Sakaguchi. :D
Sure, I said that dialogues had their lengthy stretches here n' there, but honestly, I don't think I once hit the Skip button unless I was going thru a sequence that I had already seen due to having just been clobbered by enemies. I enjoyed every line, and savored the mature wisdom and clever real-world tangents of modern history and current events behind them. For the sheer amount of ambition behind the plot, I concede that the dialogues HAD to be what they were in order to fully illuminate players as to what the whole thing is all about within the playable span of the game, and as such, did so admirably.
I said nothing above about the linearity of TSE2 because it is, in essence, an interactive graphic novel along the same lines of another game with an incredible role-playing plot that few games to this day have yet to match, Planescape: Torment.
TSE2's characters are there to tell a finite story, and all in believable ways that beautifully compliment what happens around them. The near-flawless consistency of their personalities from opening to close shows outstanding care in the writing like few times ever seen before, enabling a breadth of character development and growth that easily rivals the efforts of many past RPG videogames. When I think back to Ys III, and how exciting I had thought that game was back in the day, I compare it to TSE2 and am amazed how lazy and virtually devoid of plot the so-called "classic" Ys III seemed when stacked against the story-driven tour de force of TSE2.
Finally, the blending of conventional fantasy with pre- and post-industrial tech, coupled with science fiction is seamless and never ever feels out of place throughout the story. One thing led to another so logically, and everything flowed so smoothly that not once did I ever think any of it ridiculous or disrupting to my suspension of disbelief.

Sound & Music
Cons: There is very little to say to this except that maybe I would've went for a louder or more powerful blasting sound for the firearms in the game. Often they seemed too subdued for Industrial Age flintlocks and rifles, that is if they're anything like what you would see on a History Channel special about the Revolutionary War or the Civil War.

Pros: Even if everything you do in a game is flawless, without a great soundtrack backing things up, it could still fail to be a classic. Since I'm no Patrick Gann (from RPGfan.com), I kinda suck at describing my likeness for music into words, so I will just once again place comparison of one name to another.
If you asked me where I would stack Josh Whelchel's composing talent, I would say verily unto you that he has what it takes to rival the musical likes of Nobuo Uematsu, Hitoshi Sakimoto, Michael Giacchino, and Jesper Kyd, all in the same sentence. No kidding, either. With music of Josh's caliber, I dare ask myself...is this really an independent game??? Wow, a mega awesome treat for the ears that captures the varying moods of the game in all the right ways, and at the right times too. The creative cooperation between Pay and Whelchel is evident beyond a shadow of a doubt. 'Nuff said.

Visuals
Cons: Hmm...if I were one of those snotty iPod-Generation kids on Xbox Live who judged a game solely by what their eyes saw, and not by a gaming experience that was outside the realm of mindless shooting, then I'd have a lot of bad stuff to say here. But honestly, I really don't. Except maybe to make those "!" signs above the character's heads more noticeable in future releases. :)

Pros: I'll bet people have complained about the resolution already, but c'mon, what it is now is MORE than enough for a slightly grey-haired gaming vet like m'self. Seriously, you folks didn't buy a shareware game thinking it was gonna have some crazy high-def resolution, did you? The hand-crafted visuals are wondrous already!
It's easy to see, from the menu screen to the final line in the Credits why the game took years to develop. You can spot careful attention to every little pixel of detail and color. Symmetry and alignment is perfect in city and dungeon settings, and very natural looking in the forests and jungles. Animations are complex and expertly timed, and you see more expressions on the character portraits and avatars in dialogues than any three or four Square-Enix games combined.
Simply put, when you talk about the gameplay and story, and then know that all that was done by the same guy who also did ALL of the graphics himself, you can do no less than realize you've played a game made by a modern-day polymath. I didn't think people like Mark Pay even existed still...
...Nah, he's gotta be some sentient AI digitally floating in the top secret network under the NSA building or something with a huge self-realized creative streak. That would explain Darak! :P

Conclusion
I think I've been writing this for...omg, 2 hours??? Incredible! That's a new record for me on any forum ever. So much to say, but all so happily true! I am so glad I discovered this game (via Game Tunnel's Game of the Year article, btw). I was on the verge of deciding between TSE2 and several other, more expensive games I saw, and man I am so glad I settled with TSE2 instead. I grew up in the 80s and 90s, and it was such a pleasure to have the privilege to play something new that paid such truly amazing tribute to past role-playing gems that gamers once took for granted in the grand old age of 8- and 16-bit gaming. Thank you, sirs, so much for the truly marvelous work you've given to gamers like me everywhere! I look forward to your future gaming endeavours. :)
TwiTerror (2009-03-14)
I don't think I've ever been so flattered. Thank you so, SO much for your kind words and thoughts. I'm glad you enjoyed your experience, and I'm sure Mark will be equally pleased to read all of this.

Thank you, again, so much.
~ Josh
Mark Pay (2009-03-14)
:shock:

Wow, I should probably type something besides the shock emoticon! Thank-you very much for your review Hylanvahr. I shall try and respond to some of your points.

I'd strongly considered a flee option. It wouldn't have made much story sense for a number of the encounters so I decided against it in general. But I'm in favour of including it in any future games.
The random spawn difficulties is a issue raised by some other users. Some variation in difficulty is nice to keep players on their toes - too much is bad though. The boss fights were intentionally kept similar in scale and difficulty to regular combat in most cases.
Writing AI for a game like TSE1 and 2 is a joy! It's very easy to make it behave 'correctly' because its choices are so limited. No pathfinding required! I hope that a lot of the party management cut out was indeed not missed. Having to go back to town to buy more health potions isn't much fun.

I fully agree with your criticisms on the dialogue. It was a lot of hard work, with a great many edits, and the whole process was a significant learning experience for me. A lot of it remains somewhat awkward still.
Multimedia Fusion presents an extremely stable platform for development. The only real danger comes from custom extensions written in C++ and Josh did a superb job of writing the code for music playback.
Your comments on the firearm volume level were interesting. We did some ( slightly rushed ) tweaking of sound levels close to release. These were complicated by using MMF 1.5 instead of 2 for so long, which makes sfx replacement more difficult. Because the sfx come from so many sources, it can be difficult to get them on a similar volume level. In the end, we knocked down all sound levels by 30% to correct some issues with very loud effects without individual edits.

On the visuals - when I started I was using MMF 1.5, which had no native alpha channel support ( which sounds crazy looking back on it ) I was also inexperienced with working hi-res in Photoshop and I was very nervous of limitations with previous versions of MMF for object counts and rendering speed, which is why the menus are all so minimalist. The resolution was chosen partly to decrease the work required on pixel-drawn assets and partly because MMF was ( and still is ) very bad at scrolling large screen areas. Its hardware acceleration support is still in beta ( albeit a very functional and stable beta ) I'd be able to correct a lot of visual shortcomings if I were starting from scratch now.

Thank-you for saying such kind things about the game! It makes Josh and I very happy to hear that you enjoyed it so much. :D

How to unlock absurd difficulty?
Maatk

Maatk (2009-03-14)
I've completed the game with unlocked and normal difficulty. And now with hard locked, but the absurd difficulty is still unavailable. How does one get to play absurd difficulty?
Mark Pay (2009-03-14)
Hi Maatk. It ought to be unlocked as soon as you complete the game on any difficulty setting. What version of the game are you using? Are you able to change any of the main menu options such as music volume and have them saved when you reload the game?

If it is version 1.04 or above, the file "game.ini" ought to exist in your "C:\Users\*USERNAME*\Documents\My Games\The Spirit Engine 2\Data\Current" directory. Within this should be a line which reads "Completed=0". Changing it to "Completed=1" ought to enable Absurd mode manually.
Maatk (2009-03-14)
I was using version 1.04 when I completed the game two times, then updated to 1.05 and no change. Modifying the game.ini helped, thanks.

Thanks also for making a game that for change offers some challenge and a combat system which makes you think and apply different strategies depending on encounter. The story and dialogues were a refreshing change from what games usually give you.
Mark Pay (2009-03-14)
Thanks Maatk. I think I know what might be causing this issue, so hopefully I can fix it in the next patch

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!

I got questions about the games
Cereal Toucher

Cereal Toucher (2009-03-23)
I tried searching it, but I couldn't find it.

I don't really want to play the first one, I can't help it. But, what's the plot of the first one?

Also, I just got through playing the demo of TSE2 with Lonae, Enshuda (i think that's his name, but I'm most likely wrong), and Ferwin, and I got some questions.

Sometimes I see Enshunda on his knees scratching his head making this funny expression. Is he hearing those voices again, or is his scalp itching like crazy, and the bandages make it hard for him to scratch? Also, how come Lonae has Brown wings on her back (or so they say in game) and talk like and react to some things like she hasn't been a human for long? Also, the last scene I was playing, they were boarding the balloon, and this interesting guy warned them about the flight, but they went anyways, but thanked him for the advice. Then, a few minutes or hours later after boarding the airboat and taking their seats (in game time, I'm guessing), like one of the scenes from the last game, Lonae is afraid of flying, making it worse, then that guy says he has some "business" to attend to, and asks where is the bathroom. Then, she sees a man outside her window, and calls the flight attendant (I think that's what those people are called, I can't remember), and noticing that he's being told on, and she says she's just seeing things, basically. So, then after the woman goes away again, he appears again hanging outside, and she says she sees him there, and he looks at him, and the text box reveals it was that same guy again, but he's wearing some clothing to keep him warm and some weird googles, which makes it look funny when he turns his head and looks at her, then without saying anything, he just looks at the rope again and starts sawing away at some support rope, I think. Then, she says if I'm correct, "oh, god, no. Not the (can't remember name of it) rope! Somebody, get me my musket! I need to stop hi-", but before she could stop him, he made the rope snap, and then, the screen went black, and that was the end of my demo. :lol:

So, what happened next?

Also, I would like to get the game, but I'm afraid to go through the hassle of getting it, if I probably can't even beat it on easy, since I'm not THAT good at it. My parents have problems and usually run into problems when buying things on the internet. It's hard for me. Plus, I'm already planning to get another game.

Should I get it? And if I don't, what's the plot of it for my characters? Remember, I got Lonae, Farwin, and Endusha, if I spelled his name right. Also, why does he have that mask and bandages?

One more thing. If I bought the full game, how would I get the full game, and how would I start off from where I left the game in the demo?
ROD (2009-03-25)
If you liked what you´ve been playing so far I would strongly recommend to buy the game anyhow, cause it´s getting even better a lot!

You will certainly be able to play it through on "easy" - if you´re stuck, you´ll get help here.

As for ordering: you pay for example via paypal then you get a link to download the full game.

I won´t tell anything concerning the story, it would be sad to spoil!
Cereal Toucher (2009-03-26)
Well, it would possibly be some trouble trying to get it, and I am saving my money up for something else, but there's a tiny less than fair chance that some day I will get this, but it does seem like a nice game.

If I buy it and get a download link to the full version, will I have to start all over, or if I already have the demo, will the full game installer just add on or update some game data and override the demo limit block?

And, even though I do thank you for not spoiling it for me, still, I would be okay with just a slight hint. Unless the story is really THAT special and good, that none of it can be spoiled not even little, then, please don't tell me anything. Also, if I don't know more, it will keep me wanting it more.
Mark Pay (2009-03-29)
Hi Cereal Toucher. I'm sorry for the late reply.

The full game will allow you to access your save games from the demo ( provided your demo version is 1.04 or above )
Spoilers? Well obviously they survive the crash. They end up having to deliver the soldier's briefcase themselves and that leads to further conflict with the spy.

Beyond that, it's really no fun to spoil stories, especially for RPGs. ;)
Cereal Toucher (2009-04-01)
That's okay. I do want to find it out myself.

Like I said. I may get the game some day, but I'm not sure.
Cereal Toucher (2009-08-29)
What is your avatar?
Mark Pay (2009-08-30)
It's Doctor Orpheus, a character from 'The Venture Brothers'.

Great show, highly recommended!

Weird Thought: World Eye = Spirit Engine 0.1
Akatosh

Akatosh (2009-04-13)
Just a weird thought that crossed my mind lately: By the way it works and it's semi-omnipotency, the World Eye could very well be a precedessor or "lesser" version of the spirit engine from the first game. As in, maybe somebody tried to reconstruct a version of it that doesn't actually recquire spirits... or maybe the Big Bad from the first game came from the universe of TSE-2, remembered the World Eye and ended up building something more advanced thanks to the availability of magic... or something like that. Yeah, I know, it's probably just unwarranted guessing, but I like the thought... :wink:
TwiTerror (2009-04-15)
I thought a similar thing when I read the script the first time (:

Shopping Guide
HugoRune

HugoRune (2009-04-13)
I have been obsessed with this game for the last 2 weeks, so I made a list of every item and reward available for hopelesss OCDers like me.

Below you should find any item that can be bought or found, as well as any money you can earn, in chronological order. The list should be mostly spoiler-free story-wise.

(EDIT: some more discussion and comparion addded)

The special effects are given like this:
EffectName ( STRENGTH / DURATION = AVERAGE_STRENGTH_PER_ROUND / 40)
Since every hero needs 40 ticks to recharge the energy for one action, I calculated the average strength of the effect per 40 ticks.
For effects like Self Heal or Party Heal, this shows how much is on average healed per round. For effects like Bless or Trick it is not that easy, but it allows to compare the strength of item effects with different durations.

If you find any item or reward not on this list, please post it!

(Formating this with BBCode was a major pain!)

[color=red:20ac18bf71]EDIT V2.0: Some items have bonuses that raise when your party levels. I added the formula to calculate the bonuses. For comparison, I also put in the actual bonus I got when I found the item, with my then-current party level
The level-dependent items are:
Enchanted Musket
[size=9:20ac18bf71]$68 ; Firearm ; BaseDamage:6 ; MagickalBonus:~+31 (PARTY_LEVEL + 7)
Calm Waters
[size=9:20ac18bf71]$155 ; Staff ; BaseDamage:6 ; Magickal:-10 ; MagickalBonus:~+33 (PARTY_LEVEL + 1) ; SpriteSummon:+25
The Black Death
[size=9:20ac18bf71]$600 ; Sword;UsableByKaltos ; BaseDamage:11 ; Ethereal:-25% ; Health:-400 ; EtherealBonus:~+90 (PARTY_LEVEL + 35)
Azoth
[size=9:20ac18bf71]$800 ; Sword ; BaseDamage:14 ; Special:SummonSprite(40/160=10/40) ; MagickalBonus:~50 (PARTY_LEVEL - 10)
Blackest Death
[size=9:20ac18bf71]$917 ; Sword;UsablebyKaltos ; BaseDamage:13 ; Ethereal:-35% ; Health:-250 ; MagickalBonus:+60 ; EtherealBonus:~+98(PARTY_LEVEL + 35)
Clear Skies
[size=9:20ac18bf71]$780 ; Staff ; BaseDamage:6 ; Magickal:-20 ; Dodge:+7% ; MagickalBonus:~+43 (PARTY_LEVEL - 20) ; Aurora:+32
Ironstar
[size=9:20ac18bf71]$1805 ; Sword ; BaseDamage:17 ; Special:LeechOnImpact(50/Attack) ; MagickalBonus:~+61 (PARTY_LEVEL - 10)
Eerie Miquelet
[size=9:20ac18bf71]$1940 ; Firearm ; BaseDamage:11 ; Ethereal:-18% ; EtherealBonus:~+141 (PARTY_LEVEL + 70)
Lightstrike
[size=9:20ac18bf71]$2220 ; Sword ; BaseDamage:10 ; Special:RechargeChi(120/100=48/40) ; Ethereal:-10% ; Chi:+400 ; MagickalBonus:~144 (2*PARTY_LEVEL - 14)

[color=red:20ac18bf71]I also added a list of items sorted by type, scroll a few posts down to see it




Chapter 1
start
Money
$217

Chapter 2
Traders Last Station
Barnel
Steel Breastplate

[size=9:20ac18bf71]$25 ; HeavyArmour ; Piercing:-34 ; Concussive:-34 ; Magickal:-18
Ferrite Plated Vest
[size=9:20ac18bf71]$18 ; LightArmour ; Piercing:-26 ; Concussive:-24 ; Magickal:-10
Ferrite Plated Vest
[size=9:20ac18bf71]$18 ; LightArmour ; Piercing:-26 ; Concussive:-24 ; Magickal:-10
Marksman's Jacket
[size=9:20ac18bf71]$25 ; LightArmour ; Piercing:-26 ; Concussive:-26 ; Magickal:-10 ; PiercingBonus:+5 ; AimedShot:+10 ; HighFire:+10
Marksman's Belt
[size=9:20ac18bf71]$30 ; Gunbelt ; AimedShot:+12 ; HighFire:+12
Faerie Sash
[size=9:20ac18bf71]$16 ; Gunbelt ; Magickal:-12 ; PiercingBonus:+5
Narut's Teachings
[size=9:20ac18bf71]$25 ; Scripture ; Magickal:-12 ; Damn:+5 ; Wrath:+25
Ring of Deflection
[size=9:20ac18bf71]$22 ; Ring ; Special:RechargeChi(10/40) ; Chi:+80
cheap and useful, compared to most other rings
Sergio
Longsword

[size=9:20ac18bf71]$23 ; Sword ; BaseDamage:5
Ickthel's Blade
[size=9:20ac18bf71]$40 ; Sword ; BaseDamage:3 ; MagickalBonus:+30
Antique Musket
[size=9:20ac18bf71]$21 ; Firearm ; BaseDamage:5
Powdered Musket
[size=9:20ac18bf71]$41 ; Firearm ; BaseDamage:5 ; Special:Backfire(20/180=4.4/40) ; ConcussiveBonus:+12
The backfire is not much to worry about, but the concussive bonus is not very useful unless you use Explosive Bullet or Flashbang
Planed Tarol Staff
[size=9:20ac18bf71]$30 ; Staff ; BaseDamage:5
Planed Tarol Staff
[size=9:20ac18bf71]$30 ; Staff ; BaseDamage:5
Round Shield
[size=9:20ac18bf71]$20 ; Shield ; Piercing:-10 ; Concussive:-8
Round Shield
[size=9:20ac18bf71]$20 ; Shield ; Piercing:-10 ; Concussive:-8
The Aulder Mausoleum
Chest
$170

Ghost Town
Chest
$120

Deep Blue Ring of Magic Protection
[size=9:20ac18bf71]$49 ; Ring ; Magickal:-15-3%
Red Ring of Health
[size=9:20ac18bf71]$24 : Ring ; Health:+40
Tall Grasses
Chest
$380

Longreach Barrack Town
Jonah
Troffel's Initial Art of Fighting

[size=9:20ac18bf71]$34 ; Scripture ; Piercing:-8 ; Concussive:-8 ; Magickal:-10 ; Strike:+15 ; StaggeringBlow:+15
Krampt's Dark Word
[size=9:20ac18bf71]$50 ; Scripture ; Magickal:-11 ; Ethereal:-15% ; EtherealBonus:+32
Foral's First Kind Word
[size=9:20ac18bf71]$68 ; Scripture ; Magickal:-15-7% ; Aurora:+25
Consecrated Energetic Ring
[size=9:20ac18bf71]$30 ; Ring ; Magickal:-7 ; MagickalBonus:+15
Red Ring of Health
[size=9:20ac18bf71]$48 ; Ring ; Health:+40
Gnarled Talisman of Minor Party Heal
[size=9:20ac18bf71]$40 ; Talisman ; Special:PartyHeal(32/130=9.8/40)
I always buy that one.
Trickling Necklace of Self Healing
[size=9:20ac18bf71]$58 ; Talisman ; Special:SelfHeal(25/72=13.9/40) ; Health:+30
Good for the priest, or for the musketeer if you have no priest.
Steel Tipped Fighting Staff
[size=9:20ac18bf71]$67 ; Staff ; BaseDamage:5 ; Strike:+20 ; Trick:+20 ; StaggeringBlow:+20
Fortunate Sash
[size=9:20ac18bf71]$80 ; Gunbelt ; Dodge:+5% ; MagickalBonus:+8 ; LuckyShot:+16
Surplus Sam
Saber

[size=9:20ac18bf71]$60 ; Sword ; BaseDamage:7
Saber
[size=9:20ac18bf71]$60 ; Sword ; BaseDamage:7
Standard Musket
[size=9:20ac18bf71]$50 ; Firearm ; BaseDamage:7
Standard Musket
[size=9:20ac18bf71]$50 ; Firearm ; BaseDamage:7
Half Plate
[size=9:20ac18bf71]$85 ; HeavyArmour ; Piercing:-SO ; Concussive:-50 ; Magickal:-22
Copper Plated Vest
[size=9:20ac18bf71]$68 ; LightArmour ; Piercing:-43 ; Concussive:-43 ; Magickal:-20
Copper Plated Vest
[size=9:20ac18bf71]$68 ; LightArmour ; Piercing:-43 ; Concussive:-43 ; Magickal:-20
S4-A Silverlock
[size=9:20ac18bf71]$2290 ; Firearm ; BaseDamage:25 ; ConcussiveBonus:+45 ; AimedShot:+43
You cannot buy this here
Colossus
[size=9:20ac18bf71]$2245 ; Sword ; BaseDamage:24 ; Special:Bless(16/250=2.56*40)) ; Ethereal:-5%
You cannot buy this here
Chapter 3
Silent Snowfields
Chest
$270

Underport
Robert Dohalen
Little Dragon

[size=9:20ac18bf71]$120 ; Sword ; BaseDamage:6 ; Hack:+6 ; Fortify:+8
This seems to be both weaker and more expensive than the plain saber
Enchanted Musket
[size=9:20ac18bf71]$68 ; Firearm ; BaseDamage:6 ; MagickalBonus:~+31 (PARTY_LEVEL + 7)
Compared to the standard musket, every attack does 5-7 less damage, but you get +31 magical damage. Might be a good deal, especially I you use lucky shot a lot. This is the first level-dependant item. For each level you gain, the magickal bonus increases by 1, so hang on to this rifle!
Silver Edged Fighting Staff
[size=9:20ac18bf71]$140 ; Staff ; BaseDamage:7 ; PiercingBonus:+25 ; ConcussiveBonus:+25
Clearly better than the steel tipped staff. But also has absolutely no effect if you use Wrath
Half Plate
[size=9:20ac18bf71]$85 ; HeavyArmour ; Piercing:-SO ; Concussive:-50 ; Magickal:-22
Studded Shield
[size=9:20ac18bf71]$136 ; Shield ; Special:Trick(84/200=16.8/40) ; Piercing:-10 ; Concussive:-13 ; Magickal:-4
One trick per 5 rounds, not really much.
Ring of Fortune
[size=9:20ac18bf71]$180 ; Ring ; Dodge:+4%
Trickling Necklace of Self Healing
[size=9:20ac18bf71]$54 ; Talisman ; Special:SelfHeal(25/72=13.9/40) ; Health:+30
Fusiliers Belt
[size=9:20ac18bf71]$45 ; Gunbelt ; Piercing:-5 ; Concussive:-18 ; ConcussiveBonus:+10 ; ExplosiveShell:+12
Bowbuffer
Galen Thorne
Patchwork Bandolier

[size=9:20ac18bf71]$116 ; Gunbelt ; Special:Enpowder(90/210=17.1/40) ; Magickal:-8 ; PiercingBonus:+10 ; ConcussiveBonus:+10
One Enpowder every 5.25 rounds. Perhaps slightly better than the Fusiliers Belt, but less reliable, and if you use explosive shot you probably want to use enpowder yourself, so this effect would be overwritten.

Ring of Strength
[size=9:20ac18bf71]$68 ; Ring ; PiercingBonus:+14 ; ConcussiveBonus:+14
Imp Bottle
[size=9:20ac18bf71]$340 ; Talisman ; Special:ImpSummon(135/182=29.7/40)
Totally blocks about one Attack every 4.55 rounds
Lumin Weave
[size=9:20ac18bf71]$86 ; LightArmour ; Piercing:-21 ; Concussive:-34 ; Magickal:-40 ; Chi:+180
DragonSlayer's Harm
[size=9:20ac18bf71]$120 ; HeavyArmour ; Piercing:-56 ; Concussive:-36 ; Magickal:-36 ; PiercingBonus:+10 ; Slay:+15
Deep Blue Ring of Magic Protection
[size=9:20ac18bf71]$98 ; Ring ; Magickal:-15-3%
Deep Blue Ring of Magic Protection
[size=9:20ac18bf71]$98 ; Ring ; Magickal:-15-3%
Consecrated Merlwood Staff
[size=9:20ac18bf71]$63 ; Staff ; BaseDamage:3 ; Heal:+15 ; Blessing:+3
Situational, but the Blessing bonus equals about 6 skill points, and wrath is unaffected by the weak base damage, and it is cheap
Weir 21
Chest
Red Ring of Health

[size=9:20ac18bf71]$24 ; Ring ; Health:+40
Iron Vest
[size=9:20ac18bf71]$62 ; LightArmour ; Piercing:-80 ; Concussive:-80 ; Magickal:-14 ; PiercingBonus:-18 ; ConcussiveBonus:-18 ; MagickalBonus:-15
Not bad for a defense and support character
The Cathedral of Edges
Chest
$613

Berzerker's Ring
[size=9:20ac18bf71]$95 ; Ring ; Hack:+11 ; Slay:+15 ; Charge:+6
Knights probably do not have anything better to wear at this point
Bramblechain
[size=9:20ac18bf71]$80 ; Talisman ; Special:Trick(105/200=21/40)
One trick per 5 rounds. Do not use this and the studded shield on the same character, they will overwrite each other
Chapter 4
Penny Lane
Yue Yau
Calm Waters

[size=9:20ac18bf71]$155 ; Staff ; BaseDamage:6 ; Magickal:-10 ; MagickalBonus:~+33 (PARTY_LEVEL + 1) ; SpriteSummon:+25
Since wrath ignores base damage and piercing and concussive bonuses, this staff does 33 more damage per Wrath than any previous staff, more if you also use Sprite Summon.
In fact, If you constantly use Sprite Summon, the ethereal bonus should more than make up for the loss in base damage even for Strike and Trick. And the Mackigal Bonus increases by 1 with each level.
Burning Pitch Staff
[size=9:20ac18bf71]$285 ; Staff ; BaseDamage:8 ; Special:Enpowder(40/150=10.7/40) ; ConcussiveBonus:+25
One Enpowder every 3.75 rounds. Together with the concussive bonus perhaps not bad if you use strike and trick a lot. Not much better than the Silver Edged Fighting Staff though.
Preacher's Vestements
[size=9:20ac18bf71]$345 ; LightArmour ; Piercing:-34 ; Concussive:-34 ; Magickal:-56 ; Health:+10 ; Heal:+10 ; Blessing:+3 ; Aurora:+14
Preacher's Vestements
[size=9:20ac18bf71]$345 ; LightArmour ; Piercing:-34 ; Concussive:-34 ; Magickal:-56 ; Health:+10 ; Heal:+10 ; Blessing:+3 ; Aurora:+14
Hiljan's Meditations
[size=9:20ac18bf71]$95 ; Scripture ; Special:RechargeChi(100/72=55.6/40) ; Magickal:-17 ; Chi:+120
The recharge rate is considerable.
Ciana's Curiousity
[size=9:20ac18bf71]$140 ; Scripture ; Magickal:-20 ; Chi:+150 ; SpriteSummon:+35
Simaron's Strength
[size=9:20ac18bf71]$160 ; Scripture ; Piercing:-13 ; Concussive:-13 ; Magickal:-9 ; Heal:+14 ; Aurora:+10
Flower of the North
[size=9:20ac18bf71]$190 ; Talisman ; Special:Tangleweb(10/170)
Every 4.25 rounds it slightly delays a melee enemy, that does not seem very useful
Zan's Place
[size=9:20ac18bf71]$210 ; Talisman ; Magickal:-2% ; Ethereal:-30% ; Chi:+320
Caroline Swift
Standard Miquelet

[size=9:20ac18bf71]$165 ; Firearm ; BaseDamage:10
Only 21 more Aimed Shot damage than the previous Standard Musket. 14 more than the Fortunate Miquelet you will find soon, which has some nice bonuses.
Standard Miquelet
[size=9:20ac18bf71]$165 ; Firearm ; BaseDamage:10
Flak Jacket
[size=9:20ac18bf71]$230 ; LightArmour ; Piercing:-58 ; Concussive:-58-3% ; Magickal:-25
Iron Vest
[size=9:20ac18bf71]$165 ; LightArmour ; Piercing:-80 ; Concussive:-80 ; Magickal:-14 ; PiercingBonus:-18 ; ConcussiveBonus:-18 ; MagickalBonus:-15
You already have one for free, not sure when I’d want two
Steel Strewn Belt
[size=9:20ac18bf71]$290 ; Gunbelt ; Piercing:-32 ; Concussive:-32 ; Magickal:-20
Imps Belt
[size=9:20ac18bf71]$210 ; Gunbelt ; Special:ImpSummon(50/159=12.6/40) ; Piercing:-6 ; Concussive:-6 ; Magickal:-16 ; PowderImps:+38
One Imp every 3.975 rounds, the average is less than the imp bottle, but they only survive one hit anyway and the frequency is higher.
Harmen de Canto
Paladin's Heart

[size=9:20ac18bf71]$190 ; Sword ; BaseDamage:9 ; Special:SelfHeal(5/100=2/40) ; Swordfaith:+50
I liked this sword before I knew the effect numbers, but the Self Heal is totally negligible. Swordfaith can be useful in the next chapter thought.
The Wall
[size=9:20ac18bf71]$220 ; Sword ; BaseDamage:7 ; Piercing:-7-3% ; Concussive:-7-3% ; Magickal:-12
14 less Slay damage, 58 less Swordfaith damage than the Paladin’s Heart, but nice defense.
Forge Blessed
[size=9:20ac18bf71]$315 ; HeavyArmour ; Special:Bless(6/130=1.8/40) ; Piercing:-66 ; Concussive:-66 ; Magickal:-36
One weak bless every 3.25 rounds, lasting for one round. If the priest tries to bless the knight it will most likely overwrite part of the much stronger effect
Three-Quarters Plate
[size=9:20ac18bf71]$255 ; HeavyArmour ; Piercing:-70 ; Concussive:-72 ; Magickal:-44
Armguard
[size=9:20ac18bf71]$200 ; Shield ; Piercing:-8 ; Concussive:-8 ; Magickal:-5 ; Hack:+15 ; Slay:+22 ; Swordfaith:+20
Kite Shield
[size=9:20ac18bf71]$170 ; Shield ; Piercing:-22 ; Concussive:-22 ; Magickal:-15 ; Brace:+5
Iron Ring
[size=9:20ac18bf71]$230 ; Ring ; Piercing:-19 ; Concussive:-19
The Promenade
Test of Strength
$725

Test of Endurance
$725

Urtat
$300

Chapter 5
Admirality House
Chest
$594

Smoked Plated Belt
[size=9:20ac18bf71]$250 ; Gunbelt ; Piercing:-16 ; Concussive:-16 ; Magickal:-6 ; Enpowder:+26 ; Smokescreeen:+6 ; PowderImps:+50
Nice belt for a supporting musketeer
Fortunate Miquelet
[size=9:20ac18bf71]$65 ; Firearm ; BaseDamage:8 ; Dodge:+5% ; LuckyShot:+27
Penny Lane
Chest
$890

Thousand Petals
[size=9:20ac18bf71]$185 ; Staff ; BaseDamage:9 ; Piercing:-26 ; Concussive:-13 ; Chi:+50 ; Aurora:+20
Flowing Necklace of Self-Healing
[size=9:20ac18bf71]$295 ; Talisman ; Special:SelfHeal(58/75=30.9/40) ; Health:+70
Consider wearing this, it’s free healing
Dragon’s Gate
Chest
Cobalt Blue Ring of Magic Protection

[size=9:20ac18bf71]$295 ; Ring ; Magickal:-32-3%
The Promenade
Chest
Ghost Steel

[size=9:20ac18bf71]$180 ; Sword ; BaseDamage:8 ; Health:+280
Paladin's Breast
[size=9:20ac18bf71]$300 ; HeavyArmour ; Piercing:-70 ; Concussive:-70 ; Magickal:-55 ; Slay:+20 ; Recover:+42 ; Fortify:+5
I prefer this one over the costly Diamond Plate
$562
Aid Station 12
Dishonest Pete
Standard Military Rifle

[size=9:20ac18bf71]$480 ; Firearm ; BaseDamage:13
21 more Aimed Shot damage than the Standard Miquelet
Ghorlemagne
[size=9:20ac18bf71]$635 ; Sword ; BaseDamage:11 ; Special:PartyHeal(20/70=11.4/40) ; Hack:+12 ; Slay:+24 ; Thunderstrike:+18
Nice sword, at least until the Crypt
Diamond Plate
[size=9:20ac18bf71]$570 ; HeavyArmour ; Piercing:-52 ; Concussive:-125 ; Magickal:-85
Diamond Plated Vest
[size=9:20ac18bf71]$490 ; LightArmour ; Piercing:-45 ; Concussive:-125 ; MagickaI:-60
Fortress Shield
[size=9:20ac18bf71]$458 ; Shield ; Piercing:-20-3% ; Concussive:-20-3% ; Magickal:-20-3% ; PiercingBonus:-25
Cobalt Blue Ring of Magic Protection
[size=9:20ac18bf71]$590 ; Ring ; Magickal:-32-3%
Sapper's Bandolier
[size=9:20ac18bf71]$430 ; Gunbelt ; Piercing:-17 ; Concussive:-17 ; Magickal:-8 ; ConcussiveBonus:+28 ; ExplosiveShell:+20
Chapter 6
Littlehampton
Alice Barnes
Studded Mahogany Fighting Staff

[size=9:20ac18bf71]$460 ; Staff ; BaseDamage:10 ; Piercing:-55 ; Concussive:-55 ; Magickal:-10 ; Trick:+60
28 less Strike damage, 32 more Trick damage than the plain Iron Staff, nice defense.
Iron Staff
[size=9:20ac18bf71]$395 ; Staff ; BaseDamage:14
Sharpshooter's Jacket
[size=9:20ac18bf71]$580 ; LightArmour ; Piercing:-68 ; Concussive:-65 ; Magickal:-35 ; PiercingBonus:+20 ; AimedShot:+30 ; HighFire:+30
Troffel's Revised Art of Fighting
[size=9:20ac18bf71]$368 ; Scripture ; Piercing:-24 ; Concussive:-24 ; Magickal:-5 ; Dodge:+3% ; Strike:+26 ; Trick:+26 ; StaggeringBlow:+26
Saint Naeia's Health
[size=9:20ac18bf71]$340 ; Scripture ; Special:PartyHeal(38/125=12.2/40) ; Health:+180 ; Heal:+25
Steel Ring
[size=9:20ac18bf71]$495 ; Ring ; Piercing:-26-2% ; Concussive:-26-2%
Lucky Leaf Ring
[size=9:20ac18bf71]$650 ; Ring ; Dodge:+5% ; Blessing:+3
Not a bad ring for a priest
Twisted Talisman of Major Party Heal
[size=9:20ac18bf71]$452 ; Talisman ; Special:PartyHeal(65/131=19.8/40)
Always useful
Castle Cristoff
Chest
Soul Couple

[size=9:20ac18bf71]$610 ; Talisman ; Special:DrainLife(100/104=38.5/40) ; Health:-180
Heals more than the Flowing Necklace of Self Healing and even the Bloodfirm Talisman, and does absolute damage to the enemy at the same time! The absolute damage can be really useful against enemies that become temporarily invulnerable.
Vampyre Coil
[size=9:20ac18bf71]$695 ; Ring ; Special:LeechonImpact(50/Attack)
Every melee Attack leeches once, including hack
Cristoff family Crypt
Quest
The Black Death

[size=9:20ac18bf71]$600 ; Sword;UsableByKaltos ; BaseDamage:11 ; Ethereal:-25% ; Health:-400 ; EtherealBonus:~+90 (PARTY_LEVEL + 35)
If you play Kaltos, wield this sword, it is fun.
Chest
$3150

Titan's Rockplate
[size=9:20ac18bf71]$575 ; HeavyArmour ; Piercing:-100 ; Concussive:-115-8% ; Magickal:-10 ; Ethereal:-10% ; Brace:+6
Early Grave
[size=9:20ac18bf71]$180 ; Sword ; BaseDamage:19 ; Health:-580 ; Charge:+25
One of the best swords I think. The Charge Bonus helps a lot
Littlehampton
Leonard Petrarch
$860

The Institute
Doctor Noltei
Chain Reaction

[size=9:20ac18bf71]$1195 ; Gunbelt ; Special:Backfire(200/138=58.0/40) ; Piercing:-45 ; Concussive:-45 ; Magickal:-10 ; PiercingBonus:+60 ; ConcussiveBonus:+60
This does about as much additional damage to you as to the enemy. Still nice bonuses.
Revolving Flintlock
[size=9:20ac18bf71]$1208 ; Firearm ; BaseDamage:13 ; LuckyShot:+40
There are 3 good rifles available before you get to the next fight. This one is only ideal if you focus on lucky shot
Vortex Channel
[size=9:20ac18bf71]$1692 ; Talisman ; Special:RechargeChi(200/105=76.2/40) ; Piercing:-20 ; Concussive:-20 ; Magickal:-20 ; Chi:+280 ; Wrath:+40
Very high recharge rate, should work well with other chi equipment, even for a non-priest
Foral's Philosophy
[size=9:20ac18bf71]$590 ; Scripture ; Piercing:-15 ; Concussive:-15 ; Magickal:-24 ; Health:+110 ; Heal:+35
Calcutha's Cosmos
[size=9:20ac18bf71]$600 ; Scripture ; Magickal:-30 ; Ethereal:-17% ; Health:+210
Musings on the Grand
[size=9:20ac18bf71]$730 ; Scripture ; Piercing:-28% ; Concussive:-28% ; Magickal:-36
Field Emblem
[size=9:20ac18bf71]$640 ; Shield ; Magickal:-40-10%
Magickal damage is not so prevalent that I’d give up all other shield bonuses.
Chapter 7
Huntingden
Burt&Mindy
Heavybore Hunting Rifle

[size=9:20ac18bf71]$950 ; Firearm ; BaseDamage:15 ; ConcussiveBonus:+40 ; Flashbang:+70
It will be a while until the next rifle. Buy this if you prefer explosive shell or Flashbang. (For Black Bullet, it does not really matter)
Calivero
[size=9:20ac18bf71]$1385 ; Firearm ; BaseDamage:14 ; PiercingBonus:+40 ; HighFire:+20
Buy this if you prefer Aimed Shot and High Fire.
Athlete's Garb
[size=9:20ac18bf71]$1200 ; LightArmour ; Concussive:-25 ; Magickal:-35 ; Ethereal:-10% ; Dodge:+5% ; Health:+700
Durantium Plated Vest
[size=9:20ac18bf71]$910 ; LightArmour ; Piercing:-112 ; Concussive:-112 ; Magickal:-65
Stout Belt
[size=9:20ac18bf71]$765 ; Gunbelt ; Piercing:-7% ; Concussive:-7% ; Magickal:-20-5% ; Health:+100
Rouletta
[size=9:20ac18bf71]$780 ; Gunbelt ; Magickal:-50 ; Dodge:+12% ; Health:-320 ; LuckyShot:+45
Alesha
Sarlephantine

[size=9:20ac18bf71]$760 ; Sword ; BaseDamage:13 ; Dodge:+6% ; Recover:+80
42 less Slay damage and 24 less Swordfaith damage than Early Grave, but healthier.

Azoth
[size=9:20ac18bf71]$800 ; Sword ; BaseDamage:14 ; Special:SummonSprite(40/160=10/40) ; MagickalBonus:~50 (PARTY_LEVEL - 10)
The sprite lasts 140 cycles and is renewed every 160 cycles, so it should add 40 ethereal damage for most attacks, but nothing for the first 4 rounds.
35 less piercing Slay damage than Early Grave (but +50 bonus magickal), 30 more Swordfaith Damage, plus the ethereal bonus. +1 magickal damage per level!
Nice for Hacking armorless enemies (You’ll find some in the jungle)
White Staff of our Lady
[size=9:20ac18bf71]$1256 ; Staff ; BaseDamage:13 ; Piercing:-8-10% ; Concussive:-8-10% ; Magickal:-6-4% ; Ethereal:-15%
The piercing and concussive defense sounds less impressive if you consider that it does not apply to Chi
Warplate
[size=9:20ac18bf71]$1855 ; HeavyArmour ; Piercing:-132 ; Concussive:-132 ; Magickal:-95 ; PiercingBonus:35 ; Fortify:+15
Juggernaught
[size=9:20ac18bf71]$1560 ; HeavyArmour ; Piercing:-140 ; Concussive:-140 ; Magickal:-85 ; ConcussiveBonus:+25 ; Hack:+18 ; Thunderstrike:+18
Tower Shield
[size=9:20ac18bf71]$900 ; Shield ; Piercing:-38-4% ; Concussive:-38-4% ; Magickal:-30 ; Ethereal:-6% ; PiercingBonus:-32 ; ConcussiveBonus:-32 ; MagickalBonus:-32
Scythe Shield
[size=9:20ac18bf71]$735 ; Shield ; Special:Trick(385/200=77/40) ; Piercing:-29 ; Concussive:-29 ; Magickal:-17
One Trick every 5 rounds, does not stack with Bramblechain. Not bad damage though, and trick can be useful in the jungle.
Flittertop Canopy
Chest
$2103

Luala's Home
[size=9:20ac18bf71]$525 ; LightArmour ; Special:SummonSprite(40/144=11.1/40) ; Piercing:-80 ; Concussive:-80 ; Magickal:-92 ; Chi:+150
The Sprite lasts 140 ticks and is renewed every 144 ticks, so should add 40 ethereal damage to almost every attack except the first 3.
The sprite only has a very weak recharge chi rate.
Nightstar
[size=9:20ac18bf71]$701 ; Talisman ; Special:HandicapOne(80/110=29.1/40) ; Aurora:+25 ; Trick:+35 ; StaggeringBlow:+30
Every 2.75 rounds, the nearest enemy has his next attack reduced by 15%+80(?)
the Beaten Path
Quest
Blackest Death

[size=9:20ac18bf71]$917 ; Sword;UsablebyKaltos ; BaseDamage:13 ; Ethereal:-35% ; Health:-250 ; MagickalBonus:+60 ; EtherealBonus:~+98(PARTY_LEVEL + 35)
Only for Kaltos. I love this sword. The ethereal bonus rises with each party level.
Chest
$1186

Clear Skies
[size=9:20ac18bf71]$780 ; Staff ; BaseDamage:6 ; Magickal:-20 ; Dodge:+7% ; MagickalBonus:~+43 (PARTY_LEVEL - 20) ; Aurora:+32
56 less concussive Strike damage than the Iron Staff, 49 less than the White Staff of our Lady, but +43 magickal bonus damage, which also means 43 more Wrath damage than either of the others
+1 Magickal bonus per level!
Azure Blue Ring of Magic Protection
[size=9:20ac18bf71]$526 ; Ring ; Magickal:-48-4%
Chapter 8
Habitation Level
Chest
Ambassador's Ring

[size=9:20ac18bf71]$895 ; Ring ; Special:SelfHeal(269/208=51.7/40) ; Recover:+40 ; Heal:+25
I’d probably wear this ring even with three musketeers. Actually, especially with three musketeers. Knights benefit more than priests, since it does not recharge chi.
Redemption Verse
[size=9:20ac18bf71]$460 ; Scripture ; Magickal:-35 ; Ethereal:-10% ; Health:+100 ; ConcussiveBonus:+55 ; MagickalBonus:+55
Priest's Hand
[size=9:20ac18bf71]$840 ; Ring ; Special:RechargeChi(80/80=40/40) ; Chi:+250 ; Heal:+20 ; Blessing:+4 ; Aurora:+25
Robes of State
[size=9:20ac18bf71]$930 ; LightArmour ; Piercing:-125 ; Concussive:-125 ; Magickal:-90 ; Flashbang:+50 ; Smokescreen:+6 ; Heal:+20 ; Blessing:+5
Slightly better for the priest than for the musketeer I would say.
$6105
Upper Deck
Chest
Aulder Plate

[size=9:20ac18bf71]$1103 ; HeavyArmour ; Piercing:-155 ; Concussive:-155 ; Magickal:-130 ; Recover:+35 ; Brace:+5 ; Fortify:+10 ; Charge:+12
Nice armor, but also nice resale value for the endgame shopping spree.
Storage Level
Marlin
Ironstar

[size=9:20ac18bf71]$1805 ; Sword ; BaseDamage:17 ; Special:LeechOnImpact(50/Attack) ; MagickalBonus:~+61 (PARTY_LEVEL - 10)
14 less piercing Slay damage (but +61 magickal bonus), 53 more Swordfaith damage than Early Grave. Heals 50 hittpoints per Attack.
+1 magickal bonus per level.
Gravecall
[size=9:20ac18bf71]$2410 ; Staff ; BaseDamage:21 ; Special:LeechOnImpact(65/Attack) ; Damn:+18 ; Aurora:+20 ; Wrath:+70
27 more Wrath damage than Clear Skies. The Leech on Impact does not work with Wrath.
49 more Strike and Trick damage than the Iron Staff. Heals 65 hitpoints per Strike or Trick, thought the priest often has full hitpoints due to Chi.

Eerie Miquelet
[size=9:20ac18bf71]$1940 ; Firearm ; BaseDamage:11 ; Ethereal:-18% ; EtherealBonus:~+141 (PARTY_LEVEL + 70)
Impressive ethereal bonus, which rises with the party level, especially useful for Lucky Shot (since the bonus will aply to all enemies) or Black Bullet (since you use that on ethereal-weak enemies anyway). (Do not expect to gain much more levels though)
Grim Harvest
[size=9:20ac18bf71]$2380 ; HeavyArmour ; Special:DamnOne(30/112=10.7/40) ; Piercing:-198 ; Concussive:-198 ; Magickal:-120 ; Health:-400 ; PiercingBonus:+75 ; EtherealBonus:+35
Damns nearest enemy every 2.8 rounds. May overwrite the priests stronger Damn. My favorite Armour.
Dark Whisper
[size=9:20ac18bf71]$1340 ; Gunbelt ; Special:DamnOne(25/300=3.3/40) ; Piercing:-34 ; Concussive:-34 ; Magickal:-50 ; Ethereal:-12% ; MagickalBonus:+22 ; EtherealBonus:+50
Damns nearest enemy every 7.5 rounds. May overwrite the priests stronger Damn.
Sinister Sash
[size=9:20ac18bf71]$1025 ; Gunbelt ; Piercing:-10 ; Concussive:-10 ; Magickal:-25 ; Ethereal:-55% ; BlackBullet:+8
The Black Bullet bonus is negligible, and the only advantage compared to Dark Whisper is a strong ethereal resistance. I’d give it a pass.
Skull Twist
[size=9:20ac18bf71]$1420 ; Ring ; Special:DrainLife(145/200=29/40) ; Ethereal:-6% ; EtherealBonus:+28
Absolute damage is always nice.
Chapter 9
Longreach Barrack Town
Surplus Sam
Colossus

[size=9:20ac18bf71]$2245 ; Sword ; BaseDamage:24 ; Special:Bless(16/250=2.56*40) ; Ethereal:-5%
One Bless after about 6.25 rounds,which lasts only for one action. May interfere with the priest blessing. I think I actually prefer Early Grave or The Blackest Death
35 more Slay damage, 20 more Swordfaith damage than Early Grave, not including the Bless.
49 more Slay damage (but no magickal bonus), 33 less Swordfaith damage than Iron Star.
(BTW: Sam claims he gives you half price off, but the prices are the same as before, that lying bastard!)
Lightstrike
[size=9:20ac18bf71]$2220 ; Sword ; BaseDamage:10 ; Special:RechargeChi(120/100=48/40) ; Ethereal:-10% ; Chi:+400 ; MagickalBonus:~144 (2*PARTY_LEVEL - 14)
Compared to Colossus a single Swordfaith does 56 less base Damage, but you get 144 more Bonus Damage, so overall 89 more damage. For other attacks the results are not as favorable, but Swordfaith is useful for the last fight.
49 less piercing Slay damage, 55 more Swordfaith damage than Iron Star. The Magickal bonus is nice for Hacking low-defense enemies
The Chi Recharge is considerable, but on the other hand Chi does not benefit from the knights high armor.
The magickal bonus is level-dependant, but you probably won't gain another level before the end.
S4-A Silverlock
[size=9:20ac18bf71]$2290 ; Firearm ; BaseDamage:25 ; ConcussiveBonus:+45 ; AimedShot:+99
The Eerie Miquelet does 204 less piercing damage for Aimed Shot, and 135 less concussive damage for Explosive Shot, but 141 ethereal bonus damage on all shots
Ironlock Carbine
[size=9:20ac18bf71]$2170 ; Firearm ; BaseDamage:20 ; Piercing:-66 ; Concussive:-60 ; Magickal:-40 ; PiercingBonus:+45 ; PowderImps:+99
Does 80 less damage for Aimed Shot than the S4-A Silverlock, but the defense is nice.
Rose Thorn
[size=9:20ac18bf71]$2572 ; HeavyArmour ; Special:SelfHeal(350/270=51.9/40) ; Piercing:-190 ; Concussive:-190 ; Magickal:-175 ; Ethereal:-8%
Light Plate
[size=9:20ac18bf71]$1520 ; LightArmour ; Piercing:-152 ; Concussive:-158 ; Magickal:-110 ; Health:+250
Impasse
[size=9:20ac18bf71]$2085 ; LightArmour ; Piercing:-213 ; Concussive:-213 ; Magickal:-100
Titan's Hammer
[size=9:20ac18bf71]$1435 ; Shield ; Piercing:-35 ; Concussive:-35 ; Magickal:-32 ; ConcussiveBonus:68 ; Thunderstrike:+40
Jonah Fitzwilliam
Jan's Last Sermon

[size=9:20ac18bf71]$1280 ; Scripture ; Special:Aurora(210/130=64.6/40) ; Magickal:-40-4% ; Chi:+450 ; Heal:+40 ; Blessing:+4
The Aurora applies only to the one wearing it, and if you need Aurora in a fight, the priest gets double the amount as the others anyway. On the other hand, the priest suffers form magical damage the most, and the other bonuses are nice.
Gambler's Stone
[size=9:20ac18bf71]$1920 ; Ring ; Magickal:-4% ; Ethereal:-4% ; Dodge:+4% ; Health:+85 ; LuckyShot:+40
Rolling Ring of Skyfury
[size=9:20ac18bf71]$1582 ; Ring ; Special:MeteorStrike(760/164=185.4/40)
Really satisfying to watch!
Blunting Ring
[size=9:20ac18bf71]$1290 ; Ring ; Piercing:-20 ; Concussive:-40-5% ; Magickal:-20 ; Health:+100
Safehallow
[size=9:20ac18bf71]$1805 ; Talisman ; Special:Fortify(32/203=6.3/40) ; Ethereal:-6% ; Health:+150 ; Chi:+200
Bloodfirm Talisman
[size=9:20ac18bf71]$1460 ; Talisman ; Special:SelfHeal(120/128=37.5/40) ; Magickal:-2% ; Ethereal:-2% ; Health:+200
The Soul Couple talisman still heals faster
Ruby Ring of Health
[size=9:20ac18bf71]$1230 ; Ring ; Health:+380
Monk's Rock
[size=9:20ac18bf71]$1020 ; Shield ; Special:RechargeChi(200/200=40/40) ; Piercing:-38 ; Concussive:-38 ; Magickal:-50 ; Ethereal:-8% ; Chi:+300
Recharge rate is good, but all the armor of the knight does not apply to chi





Swords
+1 Point Base Damage =
+5 Hack
+7 Slay
+4 Thunderstrike
+4 Swordfaith

Rifles
+1 Point Base Damage =
+7 Aimed Shot
+6 Explosive Shell
+4 Lucky Shot
+5 Flashbang
+7 Black Bullet (No change in ethereal damage!)
+7 High Fire

Staffs
+1 Point Base Damage =
+7 Strike
+0 Wrath!!!
+7 Trick
+6 Stagering Blow
Mark Pay (2009-04-14)
This is fantastic! It must have taken you a lot of time and work to put together, thanks. Would it be okay if I stickied this topic?
HugoRune (2009-04-15)
Sure, that would be cool!

It was fun work. During my first run I often wanted to reread stuff that was said earlier, and I often hesitated in buying things, for fear that the next vendor might have the ultimate item and me being broke.
So I took screenshots of every scene and dialog during my second run.

Now I also have "The Spirit Engine 2 - The Graphic Novel" :)

For this list I tinkered with the screenshots until OCR could read the item descriptions (surprisingly difficult), so I did not have to type everything. I am not sure if I actually saved much time in the end, but it was fun.

I also have the whole thing as a word document, in case you are interested.
Tiavals (2009-04-15)
To be more perfect, you should also add the sell prices for the goods found in chests.
HugoRune (2009-04-15)
"To be more perfect, you should also add the sell prices for the goods found in chests."

Curse you for abusing my compulsion! :)

I added the resale prices and the item special effects strengths and durations, fortunately they could all be found in the item editor, so I did not have to take new screenshots.

Playing around with the editor got me wondering:

If you wear Leech on Impact equipment does hack leech twice?

does bless from items last for 3 actions or 1?

Is the sword Paladin’s Hearth supposed to heal 5 hitpoints per 100 ticks? sounds more like Paladin’s Minor Bandaid :-)

Do the summoned spirits from Azoth and Lualas Home not recharge chi? What is their duration?

Gravecall has a timer for its leech on Impact effect, what does that do?

And I am really curious what the effects Skyfall and One Truth were supposed to do if they had been implemented.
Mark Pay (2009-04-16)
Answers! ( hopefully )

- Hack should leech once.

- Item bless only lasts for 1 action.

- Paladin's Heart does indeed heal 5 health every 100 cycles. I don't know what I was thinking there. I'll aim to find out and update it in the next patch.

- Azoth and Lualas Home do recharge a small amount of chi, but if the character has no chi pool, there is no effect. It looks like the skill duration is the same as regular Sprite Summon - 140 cycles.

- Gravecall's timer should have no effect. I probably changed its special ability at some point.

- Skyfall and One Truth did damage - AOE against all enemies and absolute damage against a single enemy. The effects were never finished but I think they are still functional.
HugoRune (2009-04-16)
Cool, thanks for the answers.
I updated the list with this information, and added some more commentary.
HugoRune (2009-08-28)
ITEMS SORTED BY TYPE, in the order they become available in game


SWORDS
Longsword [size=9:c78de4162a]$23 ; Sword ; BaseDamage:5
Ickthel's Blade [size=9:c78de4162a]$40 ; Sword ; BaseDamage:3 ; MagickalBonus:+30
Saber [size=9:c78de4162a]$60 ; Sword ; BaseDamage:7
Little Dragon [size=9:c78de4162a]$120 ; Sword ; BaseDamage:6 ; Hack:+6 ; Fortify:+8
Paladin's Heart [size=9:c78de4162a]$190 ; Sword ; BaseDamage:9 ; Special:SelfHeal(5/100=2/40) ; Swordfaith:+50
The Wall [size=9:c78de4162a]$220 ; Sword ; BaseDamage:7 ; Piercing:-7-3% ; Concussive:-7-3% ; Magickal:-12
Ghost Steel [size=9:c78de4162a]$180 ; Sword ; BaseDamage:8 ; Health:+280
Ghorlemagne [size=9:c78de4162a]$635 ; Sword ; BaseDamage:11 ; Special:PartyHeal(20/70=11.4/40) ; Hack:+12 ; Slay:+24 ; Thunderstrike:+18
The Black Death [size=9:c78de4162a]$600 ; Sword;UsableByKaltos ; BaseDamage:11 ; Ethereal:-25% ; Health:-400 ; EtherealBonus:~+90 (PARTY_LEVEL + 35)
Early Grave [size=9:c78de4162a]$180 ; Sword ; BaseDamage:19 ; Health:-580 ; Charge:+25
Sarlephantine [size=9:c78de4162a]$760 ; Sword ; BaseDamage:13 ; Dodge:+6% ; Recover:+80
Azoth [size=9:c78de4162a]$800 ; Sword ; BaseDamage:14 ; Special:SummonSprite(40/160=10/40) ; MagickalBonus:~50 (PARTY_LEVEL - 10)
Blackest Death [size=9:c78de4162a]$917 ; Sword;UsablebyKaltos ; BaseDamage:13 ; Ethereal:-35% ; Health:-250 ; MagickalBonus:+60 ; EtherealBonus:~+98(PARTY_LEVEL + 35)
Ironstar [size=9:c78de4162a]$1805 ; Sword ; BaseDamage:17 ; Special:LeechOnImpact(50/Attack) ; MagickalBonus:~+61 (PARTY_LEVEL - 10)
Colossus [size=9:c78de4162a]$2245 ; Sword ; BaseDamage:24 ; Special:Bless(16/250=2.56*40) ; Ethereal:-5%
Lightstrike [size=9:c78de4162a]$2220 ; Sword ; BaseDamage:10 ; Special:RechargeChi(120/100=48/40) ; Ethereal:-10% ; Chi:+400 ; MagickalBonus:~144 (2*PARTY_LEVEL - 14)


RIFLES
Antique Musket [size=9:c78de4162a]$21 ; Firearm ; BaseDamage:5
Powdered Musket [size=9:c78de4162a]$41 ; Firearm ; BaseDamage:5 ; Special:Backfire(20/180=4.4/40) ; ConcussiveBonus:+12
Standard Musket [size=9:c78de4162a]$50 ; Firearm ; BaseDamage:7
Enchanted Musket [size=9:c78de4162a]$68 ; Firearm ; BaseDamage:6 ; MagickalBonus:~+31 (PARTY_LEVEL + 7)
Standard Miquelet [size=9:c78de4162a]$165 ; Firearm ; BaseDamage:10
Fortunate Miquelet [size=9:c78de4162a]$65 ; Firearm ; BaseDamage:8 ; Dodge:+5% ; LuckyShot:+27
Standard Military Rifle [size=9:c78de4162a]$480 ; Firearm ; BaseDamage:13
Revolving Flintlock [size=9:c78de4162a]$1208 ; Firearm ; BaseDamage:13 ; LuckyShot:+40
Heavybore Hunting Rifle [size=9:c78de4162a]$950 ; Firearm ; BaseDamage:15 ; ConcussiveBonus:+40 ; Flashbang:+70
Calivero [size=9:c78de4162a]$1385 ; Firearm ; BaseDamage:14 ; PiercingBonus:+40 ; HighFire:+20
Eerie Miquelet [size=9:c78de4162a]$1940 ; Firearm ; BaseDamage:11 ; Ethereal:-18% ; EtherealBonus:~+141 (PARTY_LEVEL + 70)
S4-A Silverlock [size=9:c78de4162a]$2290 ; Firearm ; BaseDamage:25 ; ConcussiveBonus:+45 ; AimedShot:+99
Ironlock Carbine [size=9:c78de4162a]$2170 ; Firearm ; BaseDamage:20 ; Piercing:-66 ; Concussive:-60 ; Magickal:-40 ; PiercingBonus:+45 ; PowderImps:+99


STAFFS
Planed Tarol Staff [size=9:c78de4162a]$30 ; Staff ; BaseDamage:5
Steel Tipped Fighting Staff [size=9:c78de4162a]$67 ; Staff ; BaseDamage:5 ; Strike:+20 ; Trick:+20 ; StaggeringBlow:+20
Silver Edged Fighting Staff [size=9:c78de4162a]$140 ; Staff ; BaseDamage:7 ; PiercingBonus:+25 ; ConcussiveBonus:+25
Consecrated Merlwood Staff [size=9:c78de4162a]$63 ; Staff ; BaseDamage:3 ; Heal:+15 ; Blessing:+3
Calm Waters [size=9:c78de4162a]$155 ; Staff ; BaseDamage:6 ; Magickal:-10 ; MagickalBonus:~+33 (PARTY_LEVEL + 1) ; SpriteSummon:+25
Burning Pitch Staff [size=9:c78de4162a]$285 ; Staff ; BaseDamage:8 ; Special:Enpowder(40/150=10.7/40) ; ConcussiveBonus:+25
Thousand Petals [size=9:c78de4162a]$185 ; Staff ; BaseDamage:9 ; Piercing:-26 ; Concussive:-13 ; Chi:+50 ; Aurora:+20
Studded Mahogany Fighting Staff [size=9:c78de4162a]$460 ; Staff ; BaseDamage:10 ; Piercing:-55 ; Concussive:-55 ; Magickal:-10 ; Trick:+60
Iron Staff [size=9:c78de4162a]$395 ; Staff ; BaseDamage:14
White Staff of our Lady [size=9:c78de4162a]$1256 ; Staff ; BaseDamage:13 ; Piercing:-8-10% ; Concussive:-8-10% ; Magickal:-6-4% ; Ethereal:-15%
Clear Skies [size=9:c78de4162a]$780 ; Staff ; BaseDamage:6 ; Magickal:-20 ; Dodge:+7% ; MagickalBonus:~+43 (PARTY_LEVEL - 20) ; Aurora:+32
Gravecall [size=9:c78de4162a]$2410 ; Staff ; BaseDamage:21 ; Special:LeechOnImpact(65/Attack) ; Damn:+18 ; Aurora:+20 ; Wrath:+70



HEAVY ARMOUR
Steel Breastplate [size=9:c78de4162a]$25 ; HeavyArmour ; Piercing:-34 ; Concussive:-34 ; Magickal:-18
Half Plate [size=9:c78de4162a]$85 ; HeavyArmour ; Piercing:-SO ; Concussive:-50 ; Magickal:-22
Half Plate [size=9:c78de4162a]$85 ; HeavyArmour ; Piercing:-SO ; Concussive:-50 ; Magickal:-22
DragonSlayer's Harm [size=9:c78de4162a]$120 ; HeavyArmour ; Piercing:-56 ; Concussive:-36 ; Magickal:-36 ; PiercingBonus:+10 ; Slay:+15
Forge Blessed [size=9:c78de4162a]$315 ; HeavyArmour ; Special:Bless(6/130=1.8/40) ; Piercing:-66 ; Concussive:-66 ; Magickal:-36
Three-Quarters Plate [size=9:c78de4162a]$255 ; HeavyArmour ; Piercing:-70 ; Concussive:-72 ; Magickal:-44
Paladin's Breast [size=9:c78de4162a]$300 ; HeavyArmour ; Piercing:-70 ; Concussive:-70 ; Magickal:-55 ; Slay:+20 ; Recover:+42 ; Fortify:+5
Diamond Plate [size=9:c78de4162a]$570 ; HeavyArmour ; Piercing:-52 ; Concussive:-125 ; Magickal:-85
Titan's Rockplate [size=9:c78de4162a]$575 ; HeavyArmour ; Piercing:-100 ; Concussive:-115-8% ; Magickal:-10 ; Ethereal:-10% ; Brace:+6
Warplate [size=9:c78de4162a]$1855 ; HeavyArmour ; Piercing:-132 ; Concussive:-132 ; Magickal:-95 ; PiercingBonus:35 ; Fortify:+15
Juggernaught [size=9:c78de4162a]$1560 ; HeavyArmour ; Piercing:-140 ; Concussive:-140 ; Magickal:-85 ; ConcussiveBonus:+25 ; Hack:+18 ; Thunderstrike:+18
Aulder Plate [size=9:c78de4162a]$1103 ; HeavyArmour ; Piercing:-155 ; Concussive:-155 ; Magickal:-130 ; Recover:+35 ; Brace:+5 ; Fortify:+10 ; Charge:+12
Grim Harvest [size=9:c78de4162a]$2380 ; HeavyArmour ; Special:DamnOne(30/112=10.7/40) ; Piercing:-198 ; Concussive:-198 ; Magickal:-120 ; Health:-400 ; PiercingBonus:+75 ; EtherealBonus:+35
Rose Thorn [size=9:c78de4162a]$2572 ; HeavyArmour ; Special:SelfHeal(350/270=51.9/40) ; Piercing:-190 ; Concussive:-190 ; Magickal:-175 ; Ethereal:-8%


LIGHT ARMOUR
Ferrite Plated Vest [size=9:c78de4162a]$18 ; LightArmour ; Piercing:-26 ; Concussive:-24 ; Magickal:-10
Marksman's Jacket [size=9:c78de4162a]$25 ; LightArmour ; Piercing:-26 ; Concussive:-26 ; Magickal:-10 ; PiercingBonus:+5 ; AimedShot:+10 ; HighFire:+10
Copper Plated Vest [size=9:c78de4162a]$68 ; LightArmour ; Piercing:-43 ; Concussive:-43 ; Magickal:-20
Lumin Weave [size=9:c78de4162a]$86 ; LightArmour ; Piercing:-21 ; Concussive:-34 ; Magickal:-40 ; Chi:+180
Iron Vest [size=9:c78de4162a]$62 ; LightArmour ; Piercing:-80 ; Concussive:-80 ; Magickal:-14 ; PiercingBonus:-18 ; ConcussiveBonus:-18 ; MagickalBonus:-15
Preacher's Vestements [size=9:c78de4162a]$345 ; LightArmour ; Piercing:-34 ; Concussive:-34 ; Magickal:-56 ; Health:+10 ; Heal:+10 ; Blessing:+3 ; Aurora:+14
Flak Jacket [size=9:c78de4162a]$230 ; LightArmour ; Piercing:-58 ; Concussive:-58-3% ; Magickal:-25
Diamond Plated Vest [size=9:c78de4162a]$490 ; LightArmour ; Piercing:-45 ; Concussive:-125 ; MagickaI:-60
Sharpshooter's Jacket [size=9:c78de4162a]$580 ; LightArmour ; Piercing:-68 ; Concussive:-65 ; Magickal:-35 ; PiercingBonus:+20 ; AimedShot:+30 ; HighFire:+30
Athlete's Garb [size=9:c78de4162a]$1200 ; LightArmour ; Concussive:-25 ; Magickal:-35 ; Ethereal:-10% ; Dodge:+5% ; Health:+700
Durantium Plated Vest [size=9:c78de4162a]$910 ; LightArmour ; Piercing:-112 ; Concussive:-112 ; Magickal:-65
Luala's Home [size=9:c78de4162a]$525 ; LightArmour ; Special:SummonSprite(40/144=11.1/40) ; Piercing:-80 ; Concussive:-80 ; Magickal:-92 ; Chi:+150
Robes of State [size=9:c78de4162a]$930 ; LightArmour ; Piercing:-125 ; Concussive:-125 ; Magickal:-90 ; Flashbang:+50 ; Smokescreen:+6 ; Heal:+20 ; Blessing:+5
Light Plate [size=9:c78de4162a]$1520 ; LightArmour ; Piercing:-152 ; Concussive:-158 ; Magickal:-110 ; Health:+250
Impasse [size=9:c78de4162a]$2085 ; LightArmour ; Piercing:-213 ; Concussive:-213 ; Magickal:-100


GUNBELTS
Marksman's Belt [size=9:c78de4162a]$30 ; Gunbelt ; AimedShot:+12 ; HighFire:+12
Faerie Sash [size=9:c78de4162a]$16 ; Gunbelt ; Magickal:-12 ; PiercingBonus:+5
Fortunate Sash [size=9:c78de4162a]$80 ; Gunbelt ; Dodge:+5% ; MagickalBonus:+8 ; LuckyShot:+16
Fusiliers Belt [size=9:c78de4162a]$45 ; Gunbelt ; Piercing:-5 ; Concussive:-18 ; ConcussiveBonus:+10 ; ExplosiveShell:+12
Patchwork Bandolier [size=9:c78de4162a]$116 ; Gunbelt ; Special:Enpowder(90/210=17.1/40) ; Magickal:-8 ; PiercingBonus:+10 ; ConcussiveBonus:+10
Steel Strewn Belt [size=9:c78de4162a]$290 ; Gunbelt ; Piercing:-32 ; Concussive:-32 ; Magickal:-20
Imps Belt [size=9:c78de4162a]$210 ; Gunbelt ; Special:ImpSummon(50/159=12.6/40) ; Piercing:-6 ; Concussive:-6 ; Magickal:-16 ; PowderImps:+38
Smoked Plated Belt [size=9:c78de4162a]$250 ; Gunbelt ; Piercing:-16 ; Concussive:-16 ; Magickal:-6 ; Enpowder:+26 ; Smokescreeen:+6 ; PowderImps:+50
Sapper's Bandolier [size=9:c78de4162a]$430 ; Gunbelt ; Piercing:-17 ; Concussive:-17 ; Magickal:-8 ; ConcussiveBonus:+28 ; ExplosiveShell:+20
Chain Reaction [size=9:c78de4162a]$1195 ; Gunbelt ; Special:Backfire(200/138=58.0/40) ; Piercing:-45 ; Concussive:-45 ; Magickal:-10 ; PiercingBonus:+60 ; ConcussiveBonus:+60
Stout Belt [size=9:c78de4162a]$765 ; Gunbelt ; Piercing:-7% ; Concussive:-7% ; Magickal:-20-5% ; Health:+100
Rouletta [size=9:c78de4162a]$780 ; Gunbelt ; Magickal:-50 ; Dodge:+12% ; Health:-320 ; LuckyShot:+45
Dark Whisper [size=9:c78de4162a]$1340 ; Gunbelt ; Special:DamnOne(25/300=3.3/40) ; Piercing:-34 ; Concussive:-34 ; Magickal:-50 ; Ethereal:-12% ; MagickalBonus:+22 ; EtherealBonus:+50
Sinister Sash [size=9:c78de4162a]$1025 ; Gunbelt ; Piercing:-10 ; Concussive:-10 ; Magickal:-25 ; Ethereal:-55% ; BlackBullet:+8


SCRIPTURES
Narut's Teachings [size=9:c78de4162a]$25 ; Scripture ; Magickal:-12 ; Damn:+5 ; Wrath:+25
Troffel's Initial Art of Fighting [size=9:c78de4162a]$34 ; Scripture ; Piercing:-8 ; Concussive:-8 ; Magickal:-10 ; Strike:+15 ; StaggeringBlow:+15
Krampt's Dark Word [size=9:c78de4162a]$50 ; Scripture ; Magickal:-11 ; Ethereal:-15% ; EtherealBonus:+32
Foral's First Kind Word [size=9:c78de4162a]$68 ; Scripture ; Magickal:-15-7% ; Aurora:+25
Hiljan's Meditations [size=9:c78de4162a]$95 ; Scripture ; Special:RechargeChi(100/72=55.6/40) ; Magickal:-17 ; Chi:+120
Ciana's Curiousity [size=9:c78de4162a]$140 ; Scripture ; Magickal:-20 ; Chi:+150 ; SpriteSummon:+35
Simaron's Strength [size=9:c78de4162a]$160 ; Scripture ; Piercing:-13 ; Concussive:-13 ; Magickal:-9 ; Heal:+14 ; Aurora:+10
Troffel's Revised Art of Fighting [size=9:c78de4162a]$368 ; Scripture ; Piercing:-24 ; Concussive:-24 ; Magickal:-5 ; Dodge:+3% ; Strike:+26 ; Trick:+26 ; StaggeringBlow:+26
Saint Naeia's Health [size=9:c78de4162a]$340 ; Scripture ; Special:PartyHeal(38/125=12.2/40) ; Health:+180 ; Heal:+25
Foral's Philosophy [size=9:c78de4162a]$590 ; Scripture ; Piercing:-15 ; Concussive:-15 ; Magickal:-24 ; Health:+110 ; Heal:+35
Calcutha's Cosmos [size=9:c78de4162a]$600 ; Scripture ; Magickal:-30 ; Ethereal:-17% ; Health:+210
Musings on the Grand [size=9:c78de4162a]$730 ; Scripture ; Piercing:-28% ; Concussive:-28% ; Magickal:-36
Redemption Verse [size=9:c78de4162a]$460 ; Scripture ; Magickal:-35 ; Ethereal:-10% ; Health:+100 ; ConcussiveBonus:+55 ; MagickalBonus:+55
Jan's Last Sermon [size=9:c78de4162a]$1280 ; Scripture ; Special:Aurora(210/130=64.6/40) ; Magickal:-40-4% ; Chi:+450 ; Heal:+40 ; Blessing:+4



RINGS
Ring of Deflection [size=9:c78de4162a]$22 ; Ring ; Special:RechargeChi(10/40) ; Chi:+80
Deep Blue Ring of Magic Protection [size=9:c78de4162a]$49 ; Ring ; Magickal:-15-3%
Red Ring of Health [size=9:c78de4162a]$24 : Ring ; Health:+40
Consecrated Energetic Ring [size=9:c78de4162a]$30 ; Ring ; Magickal:-7 ; MagickalBonus:+15
Ring of Fortune [size=9:c78de4162a]$180 ; Ring ; Dodge:+4%
Ring of Strength [size=9:c78de4162a]$68 ; Ring ; PiercingBonus:+14 ; ConcussiveBonus:+14
Berzerker's Ring [size=9:c78de4162a]$95 ; Ring ; Hack:+11 ; Slay:+15 ; Charge:+6
Iron Ring [size=9:c78de4162a]$230 ; Ring ; Piercing:-19 ; Concussive:-19
Cobalt Blue Ring of Magic Protection [size=9:c78de4162a]$295 ; Ring ; Magickal:-32-3%
Cobalt Blue Ring of Magic Protection [size=9:c78de4162a]$590 ; Ring ; Magickal:-32-3%
Steel Ring [size=9:c78de4162a]$495 ; Ring ; Piercing:-26-2% ; Concussive:-26-2%
Lucky Leaf Ring [size=9:c78de4162a]$650 ; Ring ; Dodge:+5% ; Blessing:+3
Vampyre Coil [size=9:c78de4162a]$695 ; Ring ; Special:LeechonImpact(50/Attack)
Azure Blue Ring of Magic Protection [size=9:c78de4162a]$526 ; Ring ; Magickal:-48-4%
Ambassador's Ring [size=9:c78de4162a]$895 ; Ring ; Special:SelfHeal(269/208=51.7/40) ; Recover:+40 ; Heal:+25
Priest's Hand [size=9:c78de4162a]$840 ; Ring ; Special:RechargeChi(80/80=40/40) ; Chi:+250 ; Heal:+20 ; Blessing:+4 ; Aurora:+25
Skull Twist [size=9:c78de4162a]$1420 ; Ring ; Special:DrainLife(145/200=29/40) ; Ethereal:-6% ; EtherealBonus:+28
Gambler's Stone [size=9:c78de4162a]$1920 ; Ring ; Magickal:-4% ; Ethereal:-4% ; Dodge:+4% ; Health:+85 ; LuckyShot:+40
Rolling Ring of Skyfury [size=9:c78de4162a]$1582 ; Ring ; Special:MeteorStrike(760/164=185.4/40)
Blunting Ring [size=9:c78de4162a]$1290 ; Ring ; Piercing:-20 ; Concussive:-40-5% ; Magickal:-20 ; Health:+100
Ruby Ring of Health [size=9:c78de4162a]$1230 ; Ring ; Health:+380


SHIELDS
Round Shield [size=9:c78de4162a]$20 ; Shield ; Piercing:-10 ; Concussive:-8
Studded Shield [size=9:c78de4162a]$136 ; Shield ; Special:Trick(84/200=16.8/40) ; Piercing:-10 ; Concussive:-13 ; Magickal:-4
Armguard [size=9:c78de4162a]$200 ; Shield ; Piercing:-8 ; Concussive:-8 ; Magickal:-5 ; Hack:+15 ; Slay:+22 ; Swordfaith:+20
Kite Shield [size=9:c78de4162a]$170 ; Shield ; Piercing:-22 ; Concussive:-22 ; Magickal:-15 ; Brace:+5
Fortress Shield [size=9:c78de4162a]$458 ; Shield ; Piercing:-20-3% ; Concussive:-20-3% ; Magickal:-20-3% ; PiercingBonus:-25
Field Emblem [size=9:c78de4162a]$640 ; Shield ; Magickal:-40-10%
Tower Shield [size=9:c78de4162a]$900 ; Shield ; Piercing:-38-4% ; Concussive:-38-4% ; Magickal:-30 ; Ethereal:-6% ; PiercingBonus:-32 ; ConcussiveBonus:-32 ; MagickalBonus:-32
Scythe Shield [size=9:c78de4162a]$735 ; Shield ; Special:Trick(385/200=77/40) ; Piercing:-29 ; Concussive:-29 ; Magickal:-17
Titan's Hammer [size=9:c78de4162a]$1435 ; Shield ; Piercing:-35 ; Concussive:-35 ; Magickal:-32 ; ConcussiveBonus:68 ; Thunderstrike:+40
Monk's Rock [size=9:c78de4162a]$1020 ; Shield ; Special:RechargeChi(200/200=40/40) ; Piercing:-38 ; Concussive:-38 ; Magickal:-50 ; Ethereal:-8% ; Chi:+300


TALISMANS
Gnarled Talisman of Minor Party Heal [size=9:c78de4162a]$40 ; Talisman ; Special:PartyHeal(32/130=9.8/40)
Trickling Necklace of Self Healing [size=9:c78de4162a]$58 ; Talisman ; Special:SelfHeal(25/72=13.9/40) ; Health:+30
Imp Bottle [size=9:c78de4162a]$340 ; Talisman ; Special:ImpSummon(135/182=29.7/40)
Bramblechain [size=9:c78de4162a]$80 ; Talisman ; Special:Trick(105/200=21/40)
Flower of the North [size=9:c78de4162a]$190 ; Talisman ; Special:Tangleweb(10/170)
Zan's Place [size=9:c78de4162a]$210 ; Talisman ; Magickal:-2% ; Ethereal:-30% ; Chi:+320
Flowing Necklace of Self-Healing [size=9:c78de4162a]$295 ; Talisman ; Special:SelfHeal(58/75=30.9/40) ; Health:+70
Twisted Talisman of Major Party Heal [size=9:c78de4162a]$452 ; Talisman ; Special:PartyHeal(65/131=19.8/40)
Soul Couple [size=9:c78de4162a]$610 ; Talisman ; Special:DrainLife(100/104=38.5/40) ; Health:-180
Vortex Channel [size=9:c78de4162a]$1692 ; Talisman ; Special:RechargeChi(200/105=76.2/40) ; Piercing:-20 ; Concussive:-20 ; Magickal:-20 ; Chi:+280 ; Wrath:+40
Nightstar [size=9:c78de4162a]$701 ; Talisman ; Special:HandicapOne(80/110=29.1/40) ; Aurora:+25 ; Trick:+35 ; StaggeringBlow:+30
Safehallow [size=9:c78de4162a]$1805 ; Talisman ; Special:Fortify(32/203=6.3/40) ; Ethereal:-6% ; Health:+150 ; Chi:+200
Bloodfirm Talisman [size=9:c78de4162a]$1460 ; Talisman ; Special:SelfHeal(120/128=37.5/40) ; Magickal:-2% ; Ethereal:-2% ; Health:+200
devastator-tse (2019-01-14)
---UNUSED SWORDS---

Jin Rai (ID: 7) $112 ; Sword ; BaseDamage:8 ; ConcussiveBonus:(PARTY_LEVEL + 1) ; Thunderstrike:+20 ;
Bastard Sword (ID: 11)
$280 ; Sword ; BaseDamage:12 ;
Great Sword (ID: 14)
$590 ; Sword ; BaseDamage:16 ;
Talbot Family Blade (ID: 17)
$980 ; Sword:UsableByFerwin ; BaseDamage:17 ; Piercing:-21 ; Concussive:-21 ; Magickal:-8 ; Health:+20 ; Charge:+20;
Triskelion (ID: 18)
$1214 ; Sword ; BaseDamage:16 ; Magickal:-15% ; PiercingBonus:(PARTY_LEVEL + 5) ;
Shadowstrike (ID: 22)
$1930 ; Sword ; Special:DamnOne(50/140) ; BaseDamage:21 ; Piercing:+20 ; Hack:(PARTY_LEVEL + 20) ; Recover:-30 ; Swordfaith:(PARTY_LEVEL + 40) ; Fortify:-20 ;

---UNUSED MUSKETS---

Littlecote Blunderbuss (ID: 33)
$210 ; Firearm ; BaseDamage:12 ; PiercingBonus:-20 ;
Longbore Military Rifle (ID: 35)
$400 ; Firearm ; BaseDamage:9 ; AimedShot:+82 ; HighFire:+82 ;
Gauged Military Rifle (ID: 36)
$570 ; Firearm ; Special:Backfire(65/120) BaseDamage:16 ;
Enchanted Rifle (ID: 37)
$650 ; Firearm ; BaseDamage:9 ; Dodge:-8% ; MagickalBonus:(PARTY_LEVEL + 22) ;
Thrice Damned Flintlock (ID: 38)
$926 ; Firearm ; BaseDamage:14 ; Ethereal:-20% ; Dodge:-15% ;
Mu Sow's Thunderstick (ID: 42)
$1690 ; Firearm ; Special:Backfire(80/70) ; BaseDamage:22 ;
Mighty Percussion Lock (ID: 44)
$2040 ; Firearm ; Special:Charge(20/140) ; BaseDamage:21 ; Concussive:-13-15% ; ConcussiveBonus:(PARTY_LEVEL + 36) ; ExplosiveShell:+35 ;

---UNUSED STAVES---

Stoutwood Staff (ID: 55)
$80 ; Staff ; BaseDamage:6 ; Piercing:-8 ; Concussive:-8 ; Magickal:-6 ; PiercingBonus:-15 ; ConcussiveBonus:-15;
Bittersweet (ID: 62)
$812 ; Staff ; BaseDamage:10 ; Health:-250 ; EtherealBonus:+45 ; SpriteSummon:+24 ; Damn:+14 ;
Flittering Laughter (ID: 63)
$730 ; Staff ; BaseDamage:14 ; Magickal:-20 ; Health:-40 ; ConcussiveBonus:+30 ; StaggeringBlow:+40 ;
Strength through Faith (ID: 66)
$1204 ; Staff ; BaseDamage:8 ; Magickal:-3% ; Ethereal:-3% ; Chi:+200 ; Heal:+16 ; Blessing:+6 ; Aurora:+20 ;
Eternal Blue (ID: 67)
$1660 ; Staff ; Special:RechargeChi(20/30) ; BaseDamage:18 ; Ethereal:-8% ; PiercingBonus:(PARTY_LEVEL + 5);
Bitter Vengeance (ID: 68)
$2050 ; Staff ; Special:Charge(30/200) ; BaseDamage:22 ; EtherealBonus:+40 ; Heal:-30 ; Blessing:-8 ; Damn:+12 ; Aurora:+30 ; Wrath:+70 ;
Silent Dignity (ID: 69)
$2195 ; Staff ; BaseDamage:19 ; Piercing:-66-%2 ; Concussive:-66-%2 ; Magickal-40-%2 ; Ethereal:-%10 ; PiercingBonus:(PARTY_LEVEL - 30) ; Blessing:+10 ; SpriteSummon:+40 ;
Holy Fire (ID: 70)
$2370 ; Staff ; Special:MeteorStrike(80/100) ; BaseDamage:22 ; Concussive:-66 ; ConcussiveBonus:+30 ; Strike:(PARTY_LEVEL + 20) ; StaggeringBlow:(PARTY_LEVEL + 20) ;

---UNUSED HEAVY ARMOUR---

Black Breastplate (ID: 76)
$14 ; HeavyArmour ; Piercing:-20 ; Concussive:-20 ; Magickal:-16 ;
Stately Breastplate (ID: 81)
$78 ; HeavyArmour ; Piercing:-41 ; Concussive:-41 ; Magickal:-54 ; MagickalBonus:+28 ;
Gothic Plate (ID: 82)
$160 ; HeavyArmour ; Piercing:-56 ; Concussive:-56 ; Magickal:-34 ; Ethereal:-10% ; Dodge:-5%;
Full Plate (ID: 87)
$980 ; HeavyArmour ; Piercing:-108 ; Concussive:-108 ; Magickal:-70 ;
Mage King's Cage Shell (ID: 89)
$1325 ; HeavyArmour ; Piercing:-150 ; Concussive:-134 ; Magickal:-140 ; ConcussiveBonus:(PARTY_LEVEL * 10) ; MagickalBonus:+1 ; Swordfaith:+28 ;
Crushing Sandstone Shell (ID: 91)
$1700 ; HeavyArmour ; Piercing:-172 ; Concussive:-200 ; Magickal:-98 ;
Statesman (ID: 96)
$2760 ; HeavyArmour ; Piercing:-225 ; Concussive:-108 ; Magickal:-154-4% ; Hack:+15 ;

---UNUSED LIGHT ARMOUR---

Medic's Jacket (ID: 105)
$60 ; LightArmour ; Piercing:-18 ; Concussive:-21 ; Magickal:-10 ; Heal:+10 ;
Fuselier's Coat (ID: 108)
$170 ; LightArmour ; Piercing:-32 ; Concussive:-50 ; Magickal:-30 ; EtherealBonus:+15 ;
Sapper's Coat (ID: 110)
$335 ; LightArmour ; Piercing:-45 ; Concussive:-45 ; ExplosiveShell:+35 ; Enpowder:+10 ;
Tinberbox Cladding (ID: 114)
$800 ; LightArmour ; Special:Charge(12/40) ; Piercing:-74 ; Concussive:-74 ; Magickal:-45 ;
Ambassador's Robes (ID: 118)
$1370 ; LightArmour ; Piercing:-86-12% ; Concussive:-81-12% ; Magickal:-65-8% ; Ethereal:-8% ;
Verkin Scale Composite (ID: 121)
$1990 ; LightArmour ; Piercing:-181-3% ; Concussive:173-3% ; Magickal:-135 ; Smokescreen:+6 ; Powder Imps:+66 ; Heal:+15 ; Sprite Summon:+40 ; Aurora:+50 ;
Evangelion (ID: 122)
$3090 ; LightArmour ; Special:SelfHeal(14/80) ; Piercing:-182 ; Concussive:-180 ; Magickal:-174-9% ; Ethereal:-9% ; Chi:+100 ; Blessing:+24 ; Damn:+19 ;

---UNUSED SHIELDS---

Cursed Shield (ID: 128)
$32 ; Shield ; Piercing:-8 ; Concussive:-8 ; Magickal:-12 ; Health:-30 ; EtherealBonus:+18 ;
Mirrored Shield (ID: 129)
$50 ; Shield ; Piercing:-10 ; Concussive:-10 ; Magickal:-28 ;
Salvator (ID: 134)
$380 ; Shield ; Piercing:-30 ; Concussive:-30 ; Magickal:-25 ; Fortify:+8 ;
Crystal Wall (ID: 135)
$470 ; Shield ; Piercing:-18 ; Concussive:-18 ; Magickal:-45 ; Reflect:+40 ;
Paladin's Arc (ID: 140)
$1348 ; Shield ; Piercing:-44 ; Concussive:-44 ; Magickal:-48-5% ; Health:+200 ;
Templar Gate (ID: 141)
$1340 ; Shield ; Piercing:-46 ; Concussive:-42 ; Magickal:-36 ; EtherealBonus:+58 ; Hack:+33 ; Slay:+60 ; Recover:-24 ;
Stone Wall (ID: 143)
$1520 ; Shield ; Piercing:-58-2% ; Concussive:-58-4% ; Magickal:-18 ;

---UNUSED GUNBELTS---

Crackshot Belt (ID: 157)
$150 ; Gunbelt ; Piercing:-3 ; Concussive:-3 ; Magickal:-5 ; PiercingBonus:+15 ;
Steel Strewn Belt (ID: 159)
$290 ; Gunbelt ; Piercing:-32 ; Concussive:-32 ; Magickal:-20 ;
Forestweave (ID: 165)
$850 ; Gunbelt ; Magickal:-46-5% ; MagickalBonus:(PARTY_LEVEL - 4) ;
General's Sash (ID: 166)
$972 ; Gunbelt ; Special:Fortify(20/260) ; Piercing:-28 ; Concussive:-28 ; Magickal:-20 ; PiercingBonus:+45 ; AimedShot:+40 ; Smokescreen:+4 ; HighFire:+50 ;
Nightfire (ID: 167)
$1070 ; Gunbelt ; Special:HandicapOne(12/180) ; Piercing:-22 ; Concussive:-22 ; Magickal:-39 ; ConcussiveBonus:+44 ; ExplosiveShell:+40 ; Flashbang:+40 ;
All or Nothing (ID: 169)
$1280 ; Gunbelt ; Special:Backfire(50/20) ; Magickal:-65 ; Health:-280 ; AimedShot:(PARTY_LEVEL + 70) ; ExplosiveShell:(PARTY_LEVEL + 70) ; LuckyShot:(PARTY_LEVEL + 70) ; Flashbang:(PARTY_LEVEL + 80) ; Enpowder:+20 ; HighFire:(PARTY_LEVEL + 80) ;

---UNUSED SCRIPTURES---

Carathic's Warning (ID: 186)
$195 ; Scripture ; Magickal:-28 ; MagickalBonus:+10 ; Wrath:+38 ; Trick:+40 ; StaggeringBlow:+50 ;
Simaron's Stone Verse (ID: 190)
$540 ; Scripture ; Concussive:-55-8% ; Magickal:-34 ; ConcussiveBonus:+30 ;
PyanPau's Humblr Verse (ID: 196)
$1200 ; Scripture ; Special:Charge(28/120) ; Piercing:-50 ; Concussive:-50 ; Magickal:-44 ; Chi:+30 ; MagickalBonus+70 ; Strike:+47 ;
Touched by Truth (ID: 197)
$1340 ; Scripture ; Special:OneTruth (40/70) ; Piercing:-3% ; Concussive:-3% ; Magickal:-38-3% ;

---UNUSED RINGS---

Crimson Ring of Health (ID: 210)
$355 ; Ring ; Health:+100 ;
Sapphire-set Ring (ID: 211)
$480 ; Ring ; MagickalBonus:+40 ;
Ring of Power (ID: 214)
$800 ; Ring ; PiercingBonus:(PARTY_LEVEL - 8) ; ConcussiveBonus:(PARTY_LEVEL - 8) ;
Bling Ring 1 (ID: 253)
$100 ; Ring ; Piercing:-2 ; Concussive:-3 ; Magickal:-4 ; Ethereal:-10% ; Health:+100 ;
Bling Ring Cheapo (ID: 254)
$10 ; Ring ; Chi:+10 ; MagickalBonus:+30 ;

---UNUSED TALISMANS---

Forestlight (ID: 226)
$18 ; Talisman ; Special:HandicapOne(8/200) ;
Fortress Talisman (ID: 228)
$38 ; Talisman ; Special:Fortify(5/230) ;
Rocktumbler Talisman (ID: 231)
$110 ; Talisman ; Special:MeteorStrike(110/160) ;
Poisonbreak (ID: 234)
$275 ; Talisman ; Special:Poison(10/123) ;
Kalark's Nest (ID: 238)
$660 ; Talisman ; Special:SummonSprite(60/220) ; Magickal:-25 ; Chi:+80 ; MagickalBonus:+20 ;
Ragelink (ID: 239)
$745 ; Talisman ; Special:Charge(60/200) ; Health:-208 ; PiercingBonus:(PARTY_LEVEL) ;
Thornchain (ID: 240)
$860 ; Talisman ; Special:Trick(490/170) ; Trick:+40 ;
Skycall Necklace (ID: 241)
$970 ; Talisman ; Special:Skyfall (820/97) ;
Skyfall is an unused effect
Heavenly Gaze (ID: 242)
$1098 ; Talisman ; Special:Aurora(18/64) ; Magickal:-3% ;
Obsidian Talisman of Life Drain (ID: 246)
$1590 ; Talisman ; Special:DrainLife(118/86) ; EtherealBonus:+30 ;
Hand of the Heavens (ID: 249)
$1920 ; Talisman ; Special:HandOfTheGods(770/87) ;
Hand of the Gods is an unused effect
TimeStop (ID: 250)
$2300 ; Talisman ; Special:N/A(0/201)
This item may have originally had the Special Effect ID of '24: Timestop', but was never implemented
Mister Resister (ID: 255)
$0 ; Talisman ; Piercing:-40% ; Concussive:-30% ; Magickal:-20% ; Ethereal:-10% ;

other freeware rpgs
A-Red

A-Red (2009-04-20)
I have beaten TSE1 after playing it for the last couple of weeks, and I'm looking for more. I'm eyeing the sequel, of course, but I was also wondering if there are any other freeware/indie RPGs that are anywhere near this good?
Tiavals (2009-04-22)
Well, I would hardly call the Spirit Engine games RPGs, but there are a bunch of freeware RPGs, though most aren't as good, especially regarding the stability and playability of the games.

Prelude to Darkness is a good RPG, and freeware as well, but it's not the most stable game and the playability is sometimes pretty bad.

Ultima V Lazarus is very good and free, but you need the commercial game Dungeon Siege to run it, since it's a mod for it.

As for indie RPGs, there's the Geneforge and Avernum series by Spiderweb Games, though they aren't too RPGish either. Eschalon is a nice game, but rather simple ultimately.

That's all I can think of right now.

The Spirit Engine 2 Wallpapers
dibujante

dibujante (2009-04-25)
Hey all, I bought TSE2 a while ago and have enjoyed it thoroughly - especially the artwork. This got me to thinking that it would be pretty cool to have a TSE2 wallpaper, but so far I've found none.

Are there any out there? If not, are there any cool concept arts or other things that Mark Pay could release as wallpapers? That would rock - they don't even have to be in my monitor's resolution (1440x900).
Nillo (2009-05-01)
[url]http://www.thespiritengine.com/Files/TSE2Misc/WebsiteSelectionsCoverNoText.png

Not exactly the right dimensions for a wallpaper, but I fixed it by resizing and adding some blank space. This is my wallpaper:

[url]http://img12.imageshack.us/img12/9403/tse2all2.png (1680x1050)
And here is a version modified for your resolution:
[url]http://img9.imageshack.us/img9/3743/tse2all4.png (1440x900)

Cheers :)
dibujante (2009-05-05)
Those both look really nice, thanks!
monsoonasiian (2009-05-20)
hey can someone tell me how to put an image on coz I've kinda twinked the wallpapers abit just a few images on the side and would like to upload so i can share with every1 else it, also paint is great :D
monsoonasiian (2009-07-07)
I have finally got the wallpapers uploaded, I just added images from the spirit engine game and images from Joshes website, and the spirit engine website. Hope you guys like em.

The first one I tweaked

http://img406.imageshack.us/i/tse2myremake.png/

I did this one this morning

http://img154.imageshack.us/i/tse2myremake2.png/

All done with paint because it is simple to use and is quite effective.

Max level in The Spirit Engine 1?
tsiga

tsiga (2009-05-05)
What the max level (party level) a The Spirit Engine? Thanks.

A stupid question
Dailyman

Dailyman (2009-05-08)
How do you remove items from your inventory? My inventory's backed up and I need to get rid of some armor.
Mark Pay (2009-05-08)
Not stupid at all! The interface is a little confusing here. You can hold your mouse cursor over an object and press the DELETE key to drop it. I think it used to be a simpler right mouse click until some changes were made in an early patch.

I should implement clicking in the background area to drop for the next patch. That would be more intuitive.
Sorry for the confusion.
Nillo (2009-05-08)
You can also drop items by clicking the mouse wheel (or middle button) if you have one.

Can't drop items!!!
Randomguy

Randomguy (2009-05-11)
Well, ive got up to chapter eight, and my inventory is basically full. I can't pick up items, buy stuff, etc because its full. And i had to leave 3 item chests on the ground because of it.

Is there anyway to drop items? Because i got tonns of worthless stuff which i can't get rid of.
ROD (2009-05-11)
Quoting Mark Pay:

" You can hold your mouse cursor over an object and press the DELETE key to drop it. I think it used to be a simpler right mouse click until some changes were made in an early patch.

I should implement clicking in the background area to drop for the next patch. That would be more intuitive.
Sorry for the confusion."

Dark Souls
Delmaschio

Delmaschio (2009-05-23)
Greetings,
I'm Raphael Delmaschio, a Indie fellow, I have just released my debut RPG, Dark Souls, I spoke with Mark and he agreed to let me promote my game in the forum. I'm a fan of The Spirit Engines' series just like you, I know you are very supportive with the game, so I thought that maybe you guys could support my game as well.

http://img14.imageshack.us/img14/1305/darksouls.jpg

The story of a man, haunted by his violent, mercenary past and seeking a peace long denied him, talked into taking what he believes is a simple job as a bodyguard for an introverted girl with divine power and her hardline guardian. Soon however, he finds himself thrust into events beyond his control on a global scale, and must use his wits and skills to survive.


- Over 20 hours of gameplay
- 40 areas to explore
- 6 playable characters
- Intriguing storyline
- Sidequests & Secrets

http://img18.imageshack.us/img18/5103/dungeon4.png

http://img14.imageshack.us/img14/8885/dungeon5.png

http://img9.imageshack.us/img9/7850/battlescreen.png

Visit the website!
http://www.warfarestudios.com
[/code]
monsoonasiian (2009-07-10)
Dark Souls looks like a interesting game, the parts in where you travel looks quite nice. What I don't like as much is the character profile the image looks a little bit plane, while in combat the characters don't look very detailed or the creature. The background should match more with the characters like the first two images. I'm sorry if I'm sounding really negative but these are just my thoughts, you can take them or just think to your self this guy is an idiot I don't care. Other then that it looks like a fun game with real depth, hope you have great success.
Delmaschio (2009-07-16)
Thank you for the input.
I'll take all of your thoughts into consideration, you can rest assured of that.

As a matter of fact I'm already working on Dark Souls II, it won't be a direct sequel though, and I'm improving a lot of things, graphics, soundtrack and fun factor!

You can have a look at the Development Thread in my community, if you want:
http://www.warfarestudios.com/phpBB3/viewtopic.php?f=4&t=200

Thank you very much for your comments!
monsoonasiian (2009-07-17)
My pleasure hope Dark Souls 2 is a success, the story already has drawn me in.
Delmaschio (2009-07-26)
Thank you again. :D
Stay tuned, Dark Souls II is coming out very soon.
AlphaPrey (2009-09-03)
To me, Dark Souls looks very much like a mix of Final Fantasy, Breath of Fire and Golden Sun. Reminds me of the good old days...
Delmaschio (2009-09-04)
Well I can't say about Golden Sun, I played the game only for a few hours, even though my father and brother did played them both to the end.

As for Final Fantasy and Breath of Fire, those are certainly sources of inspiration to me. Personally I think the RPGs were much better at the end of the Snes era and beginning of PSone's era.

Anyway, I hope you try the game and enjoy it, thank you for your kind comments, I really appreciate it. Now, Dark Souls II is coming along very nicely the game will be released on October the 10th, make sure to have a look:
http://warfarestudios.com/phpBB3/viewtopic.php?f=7&t=200
Delmaschio (2009-10-04)
Greetings,
I just wanted to let everyone know that Dark Souls II is 3 days away from being released! I decided to make an exclusive release for the community on the 6th!

In the meantime you can have a look at the development thread, there are new screenshots as of now:
http://warfarestudios.com/phpBB3/viewtopic.php?f=7&t=200

Thank you.

if i buy for download, is it possible to...
randar23rhenn

randar23rhenn (2009-06-04)
burn it to a cd to back it up or something?
ADmiral-tse (2009-06-05)
Yes. It's just a windows installer file.
Mark Pay (2009-06-05)
Hi randar23rhenn.

Yes, as ADmiral-tse said, the download is an .exe installer without any DRM. You can back it up anywhere you like.

My Purchase of TSE2
pixichic

pixichic (2009-06-25)
I recently purchased TSE2 from Amaranthia.com and paid $18 for the game. I have yet to recieve a email verification from this website or a download link. May I have the game I payed for please? :cry:
Mark Pay (2009-06-26)
Hi Pixichic,

I sent you an email after Amanda passed me on your details. I believe this is just a delay caused by BMT Micro's checking process and should be easily solved.

Some strange bug that occured in the demo
Hugna

Hugna (2009-06-26)
I was playing the demo and it seems while on Chapter 2 with the fight of the annoying green balls, the hp bugged up for Denever. Instead of healing back to full when he started, he wouldn't heal ENTIRELY, making it impossible for him to increase his health. Thats very annoying if i have to restart, and if it still bugs up after that... yeah...

Edit: Looks more like it's not Denever, it's the middle slot at all times. Something is keeping it from showing the number right... and possibly keeping the character from dying, i'm not sure.

Edit2: It fixed itself after the fight was won.
Mark Pay (2009-06-28)
Thanks for the report Hugna. I'm really not sure what might be causing this. I'll take a look at the code. Did this only happen once?

Game won't work
tytytyty

tytytyty (2009-06-30)
Whenever I try to start the game by clicking on the .exe file, I get a windows alert sounds followed by a message that says "cannot create file in temporary directory". Another aspect to this is that I can only see the error message when I change the compatability to run in 640x480, otherwise I just hear the alert. Weird?
Mark Pay (2009-06-30)
Hi there.

What version of the demo are you trying to run?
The versions before 1.04 wrote save data into the install directory. Strange as it may seem, Vista in restricted mode doesn't like this, and will only allow data to be written into user folders such as 'My Documents', unless you run the program in Administrator mode.
I assume you're running Vista? If you're getting the error on version 1.04 of the game, let me know.
tytytyty (2009-06-30)
It is version 1.05 that I am having this issue with.
Mark Pay (2009-06-30)
Are you able to run the game in administrator mode?

Failing that, you could try changing the data directory. Here's the guidlines from the manual:

"If you would like to change the folder in which the game looks for its save files, edit the file game.ini in the subfolder of the main install: Data/Current . Change or add the following line:

Data Directory= ( no value, save in main install folder )
Data Directory=MYDOCS ( save in 'User\My Documents\My Games\The Spirit Engine 2' )
Data Directory=SAVEDGAMES ( save in 'User\Saved Games\The Spirit Engine 2' )
Data Directory=APPDATA ( save in 'Application Data\Roaming\The Spirit Engine 2' )
Data Directory=c:\mydir ( save in a user-specified folder - 'c:\mydir\The Spirit Engine 2' in this case )"


Beyond that I am running out of ideas. :( No other windows users have reported a similar error. Do you have any anti-virus software installed that might be generating the error instead Windows itself? Just to check - you are running Vista?
tytytyty (2009-07-06)
I'm running windows XP.
Tried changing the game.ini file as suggested with no success.
How do I run in administrator mode? Note, I am the only user on this computer, does that make me administrator by default?
Mark Pay (2009-07-21)
Hi. I'm sorry for the late reply. I've been very distracted in the past few weeks with my new job.

I don't know much about XP's access modes. You probably would have difficulty installing or running a lot of other programs if you didn't have admin access.

I'm afraid that I've run out of ideas as to the cause of this. I'm really sorry that I couldn't help you. :(

Site downtime
Mark Pay

Mark Pay (2009-07-10)
Yesterday the hosting provider for this site was hacked. For a brief period there was apparently a redirect to a harmful file. I hope nobody tried to download it but if you did, check your antivirus software and remove it.

[url]http://forums.asmallorange.com/index.php?showtopic=12908

TSE2 Speedrun (easy)
aisight

aisight (2009-07-21)
I've been having a lot of fun with this game, and I decided to do a quick playthrough to see how fast I could beat the game. I used all three gunners (Ionae, Charlotte, Grace) for this run.

Ionae
---------------------
- Eerie Miquelet
- Impasse
- Sinister Sash
- Skull Twist
- Lucky Leaf Ring
- Flowing Necklace of Self-Healing

Musketeer's Health (3)
Aimed Shot x 336 (21)
Lucky Shot x 356 (21)
Enpowder x 1 (0)
Black Bullet x 265 (21)
Powder Imps x 48 (0)
Lucky Lady (22)


Charlotte
---------------------
- Ironlock Carbine
- Sharpshooter's Jacket
- Rouletta
- Azure Blue Ring of Magic Protection
- Gambler's Stone
- Bloodfirm Talisman

Musketeer's Health (3)
Aimed Shot x 376 (21)
Lucky Shot x 394 (21)
Powder Imps x 218 (21)
Lucky Lady (22)


Grace
---------------------
- S4-A Silverlock
- Robes of State
- Dark Whisper
- Ambassador's Ring
- Cobalt Blue Ring of Magic Protection
- Twisted Talisman of Major Party Heal

Musketeer's Health (2)
Aimed Shot x 453 (21)
Lucky Shot x 371 (21)
Enpowder x 1 (0)
Smokescreen x 141 (21)
Lucky Lady (22)


Total Time: 2:23:15
Battle Time: 1:19:26
Battle Time ( cycles ): 39882
Damage Dealt: 740907
Damage Received: 283918
Number of KOs: 88

Overall a lot of fun and like 5 Game Overs on Ick Thelloth, haha.

NOTES:
The combination of Aimed Shot and Lucky Shot is insane. Triple Lucky Shot made short work of many enemy groups and paid off well against the magic types with their shielding. Aimed Shot's bonus to large types helped a lot too.

Anything that pure bullet spam couldn't take down quickly, Ionae's Black Bullet worked rather effectively on usually.

With the exception of Porto Vale I did not revisit any single location. I did, however, visit every single point once.

Most of the battles were played on the fast setting, with me just switching between Aimed Shot/Lucky Shot as necessary. I had to slow down and play normal pace on three occasions.

The Mimics are annoying and I had to play normal pace just to make sure I wasn't throwing damage away.

Ick Thelloth was a rather tricky boss to figure out since maximizing damage output per second actually works against me in a big way. I ended up running Grace's Smoke Bomb, Charlotte's Powder Imps, and Ionae's Black Bullet until about 4000 HP remained, then Aimed Shot for the rest of it. This was the only boss where I was forced to play pure attrition.

I needed to time the beginning of the final battle properly so I played normal pace until the real battle started.

Ick Thelloth was DIFFICULT. In the end I re-assigned Lucky Shot points to max out Fortitude for all three party members just for this one battle.
ROD (2009-07-23)
Nice idea, maybe I try that after finishing absurd.
Mark Pay (2009-07-25)
Hi aisight. Congratulations on the speed run time! :D
It's interesting to hear about Ick Thelloth. It makes sense that he would be difficult to fight with a speed run build.

Well done! Thanks for sharing your tactics.

My Spirit Engine is not working!
userno123456789

userno123456789 (2009-07-21)
I wanted to try out this game and downloaded it from thespiritengine.com/ (Version 1.04)
But everytime I start the game my character selection is set to Clara, Pippa and Eisford, also their names don't show up in the text windows and their attacks dont do any damage to the enemy. :?

Can anybody send my their working version of the game?

If it still won't work at least I'll know it's my computer and not the game that's faulty, it really bugs me.

P.S. This is NOT a ploy to get your savegames,I'm a first time player and I don't want to spoil my fun.
Mark Pay (2009-07-21)
It sounds like the game is unable to read or write to the save files. Run it in Administrator mode to solve this.
userno123456789 (2009-07-21)
:oops: Gee, thanks I pretty much noticed this 5 minutes after I wrote the post.

Trick performance time
ROD

ROD (2009-07-27)
Does anybody know:
When does Trick-skill take place: before or after the opponents strike?
I´m thinking about the bonus against enemies using charge skill
Mark Pay (2009-07-27)
It's immediately after. Unfortunately, Charge is turned off during the attack.
ROD (2009-07-28)
Thanks for the info :)

TSE2 fan art:Mericious
Phoebe

Phoebe (2009-07-30)
:D
I drew a picture about Mericious who is my favorite char in TSE2.
http://hi.baidu.com/%C5%C5%B0%E6%BA%DC%BB%B6%C0%D6/album/item/e01e81eb6550d9fbd439c910.html

Please excuse my poor English-I'm a foreign student,however,I'm a TSE fan^0^

Mark,
Thanks for making such a good game!Just hold on your good work!my friends who played TSE and I are looking
forward to playing TSE3 soon~!
Mark Pay (2009-07-31)
Hi Phoebe!

Wow! :D :D That's fantastic!! I love it!! Thank-you sooo much. I love your drawing style too.

I'm very grateful for such a wonderful, kind gift. I'm glad you enjoyed the game!
Phoebe (2009-08-02)
:lol: :lol:
I'm very glad you like it;D

I really do appreciate and admire your hard work, and I wonder...er,if I can join your team and help you with some art works. :oops:

P.S.these days I was appling for the administrator of a Chinese TSE forum,hope I will make it
Mark Pay (2009-08-04)
I'm sorry for the late reply.
I would like to work in a team on an independent game. Unfortunately, I would not be a good team leader and I have very little time to work on any projects now. :(

I thank-you for your kind offer though. In a perfect world I would love to work with other artists like yourself on a group project.

I didn't know there was a Chinese TSE forum!Sometimes I follow site tracking links and find discussions in China, Korea and Japan, which is exciting! It's also a very pleasant surprise because both games are only available in the English language.
Good luck with your application!
iamyum-tse (2009-08-05)
Meanwhile, Mark, I regret to inform you that, due to the extreme popularity, replayability, and general all-rounded-goodness of TSE, a simple search on google reveal that Chinese forums make your game available for download for free. There may be some other forums that geninuely talks about this game, but the majority of them are just download links. As a Chinese, I am extremely happy to have purchased your game, which resulted in countless fun hours. However, it is also a fact in the gaming industry that the better the game is, the more intensely it'll be cracked and made available.

If you do make a third installment in the series, I will make my purchase without a hesitation. And I advise you to put some level of security around it, even though you have to accept that it'll be cracked eventually.
Phoebe (2009-08-05)
Re Mark:

You know,I hope I can do something for you and for TSE2 'cause I do think TSE2 is an unexceptionable game and I admire you a lot for making it all by yourself.So I'm at your service at any time!


As for the application,I received a refusal 2 hours ago from an automatic system,however,I'll keep trying :)

As iamyum-tse had said, the majority of Chinese TSE forums are just download links. :cry: This is the fact which I'm trying to change by developing the forum I mentioned.I really wish we Chinese players can sit down and have a friendly discussion about TSE.

And I really reproached myself that I downloaded TSE2 from the web.I'll delete it,Mark,I hope you can forgive my rudeness.
I'm still learing how to use an (complex for me)international online account though I really wanna purchase your game right now! :oops:
Mark Pay (2009-08-08)
It's okay. I know there's a lot of download links out there. I don't have the energy to fight it.

It hurts, but perhaps it's easier for me because I released freeware games for many years before this. I didn't expect to earn a living as a developer, so I'm not too disappointed. I plan to make a current news post in the next month or two, but now that I'm working a full-time job again, I won't have time to work on any large games.

Mostly I'm just happy that people around the world are enjoying the game despite the language barrier! I'm very grateful to all the wonderful people who have bought the game though. My customers are the best! :D
Rkeller (2009-08-11)
Would the Silver haired girl be Michiah from Fire Emblem: Radiant Dawn?

how come mark's email doesn't work?
Nighthawk

Nighthawk (2009-07-31)
Mark, check your PMs! It's Nighthawk from the Tremor (Tourny) days! Btw, you're email address gives me error 550 No Such User Here :(
Mark Pay (2009-07-31)
Hey Nighthawk! Wow, it's been a while. :D Nice to hear from you.

Have you been trying the forum address? I figured it would be a spam magnet, so I shut it down long ago. Use this one instead:
http://thespiritengine.com/Images/mailaddress.png

A remake
mziagruo

mziagruo (2009-08-03)
mark why don't you make a remake of TSE 1? the same history but with the graphics and batle style of TSE 2 to me is a grat idea and to you?
Mark Pay (2009-08-04)
I have thought about this! :D I'd like to but unfortunately I don't have the free time to work on it.
TwiTerror (2009-08-28)
That'd be fun (:
ROD (2009-09-27)
I´d buy it 8)

TSE on Steam?
AlphaPrey

AlphaPrey (2009-08-22)
I'm not too sure if anyone else has said anything about this, but I think it would be a great idea to put The Spirit Engine 1 and 2 on Steam. Putting TSE on Steam would give a large popularity boost at the least along with income coming from Steam. Just an idea...
monsoonasiian (2009-08-23)
Yeah i think that sounds like a good idea.
AlphaPrey (2009-08-23)
Additionally, TSE 1 could be on Steam as a free release to get peoples attention, and then TSE 2 would be sold to the people who are interested in TSE 1 and want more.
Mark Pay (2009-08-23)
From what I've heard, Valve are quite fussy about what games they allow onto Steam. Sadly, I don't think that TSE-2 has the production values or the popularity they would require.
Tiavals (2009-08-27)
Well, there are other avenues as well, such as Impulse or Gamersgate or such.

And they have games that are far inferior to TSE2 on sale in them.
Jimbob (2009-08-28)
Mark, I think it definitely does.

Time Gentleman Please and Ben There, Dan That! a couple of adventure games have recently made it on Steam for £2.99 are well made, (and very good might I add) but as far as production values go, you'd be pushed to say TSE2 doesn't meet those requirements... plus it'll give Rock, Paper, Shotgun another excuse to post about it ;)

The only thing that could prevent it from being accepted is that frustrating (an rather random) audio bug that crashes some people's games... but then, you have a demo that people could try before hand as well as a tester...

EDIT: Also, hi Mark, how's things? :P
Mark Pay (2009-08-28)
Hey Jimbob! :D :D :D Great to see you!

Not doing too bad thanks. Tired from work, glad the bank holiday is here at last. How about yourself?

I must confess again that I hate sales, marketing and business. We may have something more fun than Steam in mind for the future though.

I don't think I've heard about any audio issues. Are you able to give any more info?
TwiTerror (2009-08-28)
I am not aware of these bugs, but I am in a position to fix them. Any insight?

"The only thing that could prevent it from being accepted is that frustrating (an rather random) audio bug that crashes some people's games... but then, you have a demo that people could try before hand as well as a tester..."
Jimbob (2009-08-29)
Sorry, I'm thinking of TSE1, where it used to crash for some people with music changes (why you released the nomusic version)...

So that means there's NO reason why it can't go on Steam now ;)
AlphaPrey (2009-09-02)
I don't think there's much risk in putting it out to Steam. Steam does the advertising, sales and specials any you get most of the profits.

-Btw, I'm just speculating, I haven't published anything on Steam
KMate (2009-09-07)
I've registered specifically and only to tell you guys this: You really really should put this game on Steam.

Here's why:
1) A placement on Steam guarantees a sales boost. Considering how big and mainstream Steam is, from their perspective you basically don't exist - which is good, because it means you can expect buyer behavior similar to your initial release (only bigger). Steam pretty much made Darwinia, and by extension Introversion. It's been a while, but things haven't changed much.

2) You're in a position to do exactly what the guys at Zombie Cow Studios did just recently. They just released Time Gentlemen Please, a very lovely (and very very low-profile) adventure game, and sequel to the freeware (and not so good, but still fun) Ben There Dan That. The indie press adored it. People bought it. Then Zombie Cow pestered the guys at Steam to publish them, and did it as a package: you buy our new game, you get the original for free. The original already was free, but it didn't matter, because that's not how buyers think. Steam customers see "Double Pack", and they buy. It's psychological. You guys have an older, OK game, and a great new sequel, and we can have both for $15! Yay! (Granted their price point is lower, but I think it translates.)
Though I have no firm numbers either way, I'm led to believe they haven't regretted their partnership with Steam.

3) Low-hassle, customer-friendly anti-piracy system included free of charge.

4) Valve are fussy about games they allow onto Steam, but TSE2 absolutely has more than good enough production values (compared to some of the other stuff on Steam) - in fact, it's downright odd how much you fit with the Steam Indie aesthetic, if there is such a thing. There are guys on the Steam staff that love indie games, and you absolutely have a chance with them. And they don't require popularity (though it helps) - they can make you popular. This is actually a symptom of a larger issue, which leads me to my next point:

5) I don't intend to be mean, so please take this as a friendly critique: from where I'm standing, you haven't done as good a job promoting the game as you could have. As I understand it you've sent the release to a few indie-oriented sites, and relied on word-of-mouth to carry you - which it surprisingly has for a bit. But you've underestimated yourself. You've been aiming at GameTunnel, while you should have aimed at 1UP and Eurogamer. Because you're good enough for mainstream, and you need to be aware of it and take advantage of it. Kieron Gillen wrote a glowing article about TSE2 on Rock Paper Shotgun, after hearing about it accidentally and doing some digging. You should have been all over Rock Paper Shotgun from the first announcement you made. OK, so you don't consider yourself a good salesman. You didn't publicize the release all that much. Forget about it, because now you have a chance to fix it, and to make things even easier, this time there's only a few people you need to convince, and they all work at the same place. (Yes, Valve's Steam department is surprisingly small. Don't get intimidated.)

6) Therefore, I know Steam is not very "fun", and is about as mainstream as you can get in this line of work, but please don't let that dissuade you from trying. And trying. You will have a hard time convincing Valve to pay attention, but treat them just as you would a game journalist. Be polite and insistent, and show them why Steam absolutely needs to have your game, because it's just that good. (And it is more than good enough.) Show them how and why you're special and different from the rabble trying to get in. You might want to emphasize your streamlined, but not simplified innovative combat system, your strange and new gameworld, your wonderful graphics, and of course all those glowing reviews and awards.

7) It might be possible to integrate Steam Achievements into the game, you know better than I whether it can be done. But if you can do it, your game will sell more. In fact, I encourage you to integrate as much of Steam functionality as you reasonably can (not just Achievements but general gameplay stats, a la Team Fortress 2 - you can imagine how much more some numbers in an RPG mean if the whole world can click on the player's Steam webpage and see them), because these things do matter to us customers. They're kind of stupid, but they help sales. Think of them as a metagame - one of the advantages of a huge, unified online game platform. The guys at XBox Live can tell you it does make a difference.

8) I'll be very honest now: I haven't bought TSE2. Oh, I've played the demo, and liked it a lot, but as a matter of habit I just don't buy games online. Except on Steam, where I buy quite a fair amount. The reasons are partly rational (the advantages of Steam as a platform, cuts down on my spending if I have a mental line I won't cross) and partly irrational (I like to keep all my games in one place). So understand I'm not just doing this for your benefit - I want you to put the game on Steam, so I can convince myself to buy it. I guarantee there are others like me, because Steam is just such a mindshare leader.

*) Oh, finally, when you get Steam to publish you, do all of us European gamers a favor and don't let the bastards equalize the prices. Currently the default European price for a $15 game is 15€, a ridiculous 40% increase. Same goes for pounds. Apparently all it takes for Valve to fix this is that you firmly insist on it, and tell them what prices you prefer for each market (US/UK/EU). You wouldn't believe how much it pisses us off when we see a game that hasn't had this done.

So there. Thank you for your time, and I hope you will consider my proposal. Best of luck, lots of sales.
KMate (2009-09-07)
OK, I understand. You hate sales, marketing and business. That's perfectly normal :D

But don't think of it that way. Think of it from my perspective: there's this awesome game, see, but so few people know about it. I want it on Steam, not so you can reach my market segment to monetize your brand leverage (or whatever bullshit), but to give myself and all the people like me the opportunity to play it. Or, to really lean hard on the guilt-trip, you're not denying yourself our money - you're denying us your game.

Well, not me specifically, but all those gamers who don't know about you. You know what I mean.
Mark Pay (2009-09-20)
Thanks Kmate! I'm sorry I didn't reply to you sooner.

I'm very grateful to you for taking so much time to write such a thoughtful, insightful and, I think, very accurate assessment of the situation with the game. The kick up the backside is much needed and appreciated. ;)

Earlier this week, Josh tried approaching the Steam folks through an internal contact and alas, they shot us down. We have now tried though, and I'm thankful to Josh for doing so.

On the plus side, we're scheduled for a 50% off sales promotion on Impulse this coming weekend. I really ought to make a news post about that. :|
KMate (2009-09-20)
Hey, don't worry about the late reply - I'm just happy if my post made a difference.

I'm sorry to hear about your lack of success with Steam - so far :D I would still recommend that you occasionally try again, perhaps through other channels so that your game reaches a more receptive employee. As I understand it's been known to happen.

But see? A sales promotion on Impulse! Your game and my post have been mentioned on Rock Paper Shotgun, and some folks in the comments have expressed interest in the game. It might be worth it to not just make a news post, but fire off an email to a few friendly websites like RPS about it - some might mention it in an update. A 50% off sale gets semi-interested people buying. Also, say, [url]http://savygamer.co.uk might be interested, they're good at finding these deals on their own, but hey, it doesn't hurt to help them, right? And others like them, and so on - if you already know websites that cared about your game in the past, it's almost certainly a good idea to tell them about stuff like this.

Hey, I'm planning your marketing strategy again. Sorry :)
littlebugger (2009-09-29)
I watched Impulse the past week-end and there was no sale on TSE2. I think a price cut would benefit the game immensely.

Let me know if there's going to be such a sale soon, I'll try and spread the word out using my website.
Mark Pay (2009-09-29)
Yeah, I don't know what happened there. I wasn't told that the sale was off. :( They might have rescheduled.
Thanks for your support littlebugger.
Withnail (2009-10-07)
Looks like it's up now - and by the looks of it, ridiculously popular. Awesome - glad to hear impulse people have great taste in indie games.
Nillo (2009-10-07)
The Impulse page says "The Spirit Engine 2, Mark Play"... that's a pretty big typo. :P Anyway, I hope you'll get a lot of sales from this!
Benethyarr (2009-10-11)
Just wanted to say that Rock, Paper, Shotgun mentioned the Impulse sale for the game and that pushed me into downloading and playing the demo and then buying the game.

Finished it a couple of days later, and I really loved it. Hope Steam see the error of their ways and let you sell it there as well, but if not then I think their loss is Impulse's incredible gain.

Best of luck, hope you sell a ton :)

Weapon bonuses increasing?
Rhuadin

Rhuadin (2009-08-22)
Hi all, I'm new to these forums, but I did a search and didn't see anything along these lines.

I'm playing my second run through, this time on hard locked, v1.04, and I noticed something peculiar.

I'm using Charlotte/Grace/Mericious, and Charlotte is wielding the Enchanted Musket. Well this Enchanted Musket's magical bonus is increasing... it's currently at +62 magical damage. Last time I checked it was at +50, and the shopping guide lists it at +31.

Is this something like the Black Death which increases with level? Or do all items increase their bonuses as you use them?

Thanks!
ROD (2009-08-23)
Hi Rhuadin!
How did you "check"?
Is that +62 actually the figure you read when browsing your inventory?
If not, the actual damage depends on a lot of things like the damage multiplier, special character mood/situation (diplayed on bottom left corner of the screen), additional bonus by various items a.s.o....
Mark Pay (2009-08-23)
Yes, this is an item whose bonus is liked to party level. :D
Rhuadin (2009-08-24)
Hi!

I 'checked' it by mousing over it in my inventory while Charlotte had it wielded (so over her weapon slot).

Thanks for the confirmation! Now I have to figure out how much it increases per level. :D
Mark Pay (2009-08-25)
You might be interested in the item viewer. See this thread:

http://www.thespiritengine.com/forum/viewtopic.php?t=197

Look for "Overall TYPE bonus P" in the purple secondary data section.
HugoRune (2009-08-28)
but... but... that would mean... my shopping guide was INCORRECT!!!!!

Horrifying! I have rectified this matter. Now I can sleep sound again. :)

I added a list of level-dependant items at the start and updated the numbers.

Uploading Avatars
AlphaPrey

AlphaPrey (2009-08-23)
I noticed that there is no option to upload an avatar from your computer. I know you could just link it to a website, but that can be such a pain. Is there a reason why you can't upload directly, or is it just convenient not to do?
Mark Pay (2009-08-23)
Security reasons, mainly. I didn't want people ( or spam bots ) to be able to upload files onto my web hosting. I can remove it for a while if you'd like.
AlphaPrey (2009-09-03)
No, that would be more trouble for you having to do that than me uploading my avatar to a photo site.
Thanks for the help! :D

Btw, I noticed you're very active on the forums.

Chillsplinter! Wtf?!
TheSHEEEP

TheSHEEEP (2009-08-26)
Hey there.

Enjoyed the game so far, took me 2 hours to beat the goddamn Cloud Child, but I managed. That wa sgood for a boss battle.

But now I can't even beat the normal ones.
While I like challenging games, this goes beyond challenging, this is just insane. This would even be too hard for Hard mode.

I have a mixed party (one of each profession), lvl 47, normal mode and no strategy will do here.

The second fight at that snowy location always consists of two Chillsplinters and one random other. Two Chillsplinters alone would be a worthy boss battle, but hey, why not even moar, right?

I really tried everything:
Healing the other party members while they TRY to do damage with attacking all enemies (Thunderstrike & Lucky Shot) or with attacking only one. Fail, usually not even one Chillsplinter dies.
Just throwing most charged up damage with all characters. Fail. Everyone dies before any splinter does.
Using smokescreen + fortify + heal while dealing damage with Poison (its the most powered up skill of my marksman, with Dodge) and Thunderstrike. Fail.
Even with careful timing (no attack wasting while they are underground), it doesn't work.
All other strategies, involving all other skills... fail.
Those splinters deal ~450 damage with their underground attack, and usually my priest dies after 6 of those attacks. And when the priest is dead and the enemy is still standing... well, you know the drill.

Whats up with this? This seems literally impossible.


Edit:
Well, I could always go back and level up until I can make it, but the reason for me not finishing any jRPG from Final Fantasy 7 to 12 is my strong aversion to grinding. Its just a waste of time, a poor excuse to make a game seem longer and simply bad game design (japs would disagree, I know). And I'm very happy that TSE didn't require it so far.
Tiavals (2009-08-27)
I don't think it's even possible to grind in TSE2. Or is it?

Anyway, the battles are mostly about tactics. If you find it too impossible, simply change your tactic. Worst case scenario use the character-changing points to tune your abilities to totally different ones.

If you aren't playing on Easy already, try that, and raise it back to Normal if it's too easy.

It's been a while since I've played the game so I don't remember those particular monsters(maybe they were the ones that hide in their shell and then attack the whole party?), but most battles should be won by putting up a smokescreen and focusing on the weak points of the enemy. The timing is also very important, since if you kill two, but one gets back up, you'll be fighting a losing battle.

If they attack just one character at a time, recycle the characters when they get too damaged, while healing with your priest when necessary. If the enemy has a very high defence, use the Charge ability with your warrior prior to attacking.

Usually you should use a balanced strategy. Like, the shooter using smokescreen every other turn, and shooting the big-damage shots every other, the healer healing, and the warrior charging and slaying. Seems to me that you're focusing too much on a single aspect with each of your strategies.

Frankly, I consider the Crone on the hoverball to be by far the most difficult battle in the game. Everything else is childsplay compared to it, and since you've already beaten it, you shouldn't have too much trouble with this one. :D
HugoRune (2009-08-28)
if you like the chillsplinters now, just wait how much you will love them after the crypt :)
Healing and smokescreen will not help you much at that point.
(edit: actually I am not sure whether that particualr part has any chillsplinters. Smokescreen should work well on the ones before that)

I cannot remember exactly, but I think I beat those things with charged overdrive hack and empowdered overdrive explosive shell, maybe combined with damn. Just kill them faster than they can kill you.

Basically concentrate all your firepower on the first enemy. Wait until he has just finished an attack, then send the whole party at it to kill it as fast as possible.
Then onto the next one, but keep one character ready to beat down the first enemy when it comes back.
Mark Pay (2009-08-30)
I hate grinding too! Hopefully you won't have to resort to it.

As HugoRune says, the best strategy is to hold back and knock them out one at a time, whilst doing your utmost not to get any of your own characters KOed This is not easy since you can't control who the Chillsplinters hit. Stack plenty of defensive equipment on your priest if you have it.

Once the Chillsplinters are down from 3 to 2, they're a lot more manageable.
I think the Chillsplinters have high ethereal resistance, so poison isn't an effective attack. Their armour is good too, so focused single target attacks are your best option. Make sure you've got the game speed on slow to avoid missing with any attacks and don't be ashamed to put the difficulty down to Easy!

Good luck. :D
fuyutsukikouzou (2010-04-06)
It takes luck, especially if you have one of those magic-users that freezes one of your own guys. In normal mode, I just had my team use targeted attacks on the weakest enemies. I'd take care of the mage in the back (if there was one) and then I'd start pausing the actions of the attackers until the Chillsplinters came up for air.

In absurd mode, I had to change my tactics a bit. If you have a mixed party, have the musketeer roll some smoke out and start buffering. If you have three chillsplinters, I have the knight fortify for good measure. If you have a mage in there, just charge and swordfaith the little bugger immediately. Then do the same buff/debuff/charge/overdrive attack on the frontmost chillsplinter, all the while rolling out smokescreens (stop the smokescreens and throw on an enpowder just before you attack).

Now, this tactic isn't fast by any means, though it does work most of the time. However, I highly doubt it will carry me through the timed part further up the mountain. I don't know. This mode might be beyond me. Chillsplinters be damned!
DesertDweller (2010-04-06)
I dunno. I've never had problems with the Chillsplinters. As the guy above me said, just pull out smokescreen, damn the front most chill splinter, and time your attacks. I don't remember if they regenerate; if they do then I wouldn't bother using multi-enemy attacks because it's not efficient enough.

In my run I had two priests so I used Wrath a lot. I also used sprite summon a lot because the chi recharge really helps when you do get attacked.

I don't remember it too well but smokescreen usually was enough to let my priests heal and wrath when needed. :(

I would definitely get rid of one of them ASAP and then focus on beating down the next to make sure my health doesn't suffer.

Some bugs :S
Zzynck

Zzynck (2009-08-27)
Even though I regret that my first post in this forum is not one expressing my opinion on the game, which is outstanding, in every single aspect, I must report some bugs I have discovered while playing through the (full version) of the game, before I forget them.

1. During the fight with the Chrone - the second one in which she is atop some sort of levitational sphere, the musketeer who helps the party (can't remember her name for the life of me) has a HP counter which can display negative values. As in, if her HP is 250 and she is hit by 300, her HP counter would display -50 rather than 0. Poor thing is deader than dead D:

2. During the Glacier run, I like to call it (Yes, the one in which it would not be a good idea to stand around in) I was stupid enough to presume that it would be perfectly fine if I ran back to the savce point, save, and then continue running like Jacques from a non-smoking area. I saved the game at that point, died as the ice fell beneath Denever's feet and loaded the game. Now, even when I fight off that triplet of those icy spiky... things, the conversation about the ground crumbling does not begin, and I am free to fight the following hordes of monsters without the pressure of the effects of either Denever's extremely heavy armour or global warming and a nervousity-inducing counter.

That is all, I hope I find no more, that these have not yet been reported for that would leave this thread as useless, and that all bugs are crushed (I heard they are weak against piercing attacks, by the way.)

Thank you for such an amazing game :)
ADmiral-tse (2009-08-27)
Did you patch the game up to 1.05? I remember the 2nd bug having been mentioned before somewhere on this forum, and I believe it's fixed already.
Zzynck (2009-08-27)
Aaah I see. I have version 1.04, explains alot :S

Something else I found, the "Order of the Palidi" ring claims that it can only be worn by Denever (the knight), yet everyone on the party can wear it.

Once again, I apologise if this has previously been adressed and/or fixed, and I will download the 1.05 patch as soon as possible.
Mark Pay (2009-08-30)
Thanks for the bug report Zzynck. The details are very helpful.

I think the 2nd was fixed in 1.05, but I need to check. The first should be an easy fix. Phew!
Thanks again! I'm very happy to hear you've enjoyed the game otherwise! :D

Which characters should I play with thread
Cereal Toucher

Cereal Toucher (2009-08-29)
Well, last time, I played with Ionae, Ferwin, and Enshadu, but mostly because Enshadu and Ionae interest me the most.

However, I heard Kaltos, Charlotte, and Enshadu is a good mix. Well, actually I saw someone in another thread say "aka the characters everyone uses", or something like that.

Also, I find the mix of Ionae, PyanPau, and Denever a interesting mix too, and I'm interested in trying the mix of Mericious, Ferwin/Charlotte/PyanPau and one of the other three 3rd characters. I didn't plan that out well.

But, I don't want two of the same classes in my party, and like I said, I picked Ionae and Enshadu because they seemed the most interesting and I feel like may make the plot more interesting. There is some side plot including the characters in the party, right?

And since story is a important essence but I'm also willing to try a few other characters, I don't know.

So, which mix should I give a try?

Also, what's a good name for a party? All I can think of that sounds remotely good or cool is Champions and The Watchmen.

Actually, I just viewed a thread on which single character is the most fave, and Enshadu and Kaltos and Ionae got the highest votes.

Also, two (or I think more) said they like to play with Ionae, Ferwin, and Enshadu and for similar (if not same) reasons I did! :D It's too bad the thread and poll is locked, I assume it is. Because I can't post in it.

So, I guess there's not popular mix?

Also, I noticed how Charlotte's has some grammar problems, when I read her diary/journal.

sh3 b spwellin l9ke tis nd stwuff and spwelling twings funy.

Like weight. She may spell it like wate.
Tiavals (2009-08-29)
Why are you averse to playing with the same classes? There are some interesting combinations in them, I think, like Mericious and Pyanpau, and Kaltos and Denever.

Kaltos, Charlotte and Enshadu is popular because it has a rather lenghty subplot between Kaltos and Charlotte, and Enshadu is there for the priest slot.

I suggest you try Mericious, Ferwin and Grace. Especially if you haven't had Grace in your party before, she changes the plot somewhat.
But really, you should play the game through with every possible combination of characters. :)

I usually go for a "neutral" and accidental name for the party, like the Wanderers or Jolly Three or such.

Charlotte's diary(and everyone elses for that matter), that's one of the very great touches in the game. Since Charlotte is mostly illiterate, her diary reflects this, which I found wonderful. And Enshadu's diary is full of ramblings and so on. Truly superb.
Mark Pay (2009-08-30)
I'm thrilled to hear that you liked the diaries Tiavals! :D
Charlotte's was surpisingly hard to write. First to try and keep a fairly consistent pattern to her poor spelling and second to try and stop it from being painful to read.

I agree with your party recommendation. Grace gives a noticeably different spin on the main storyline and is a good choice for a second play-through. I really enjoyed writing all the alternate dialogue between her and Batiste.
fuyutsukikouzou (2010-03-08)
Funny. I plan on playing through twice (once on normal and once on absurd) and I decided to omit Kaltos, Charlotte, and Enshadu (now I find that's the norm). Kaltos and Charlotte didn't quite interest me enough (though I like Charlotte's journals) and I decided I was more curious about Grace's backstory than Enshadu's.

My first playthrough was Ionae, PyanPau, and Denever. I liked the idea that they are all outcasts, in a way. Ionae and Denever are both foreigners and Denever is a war hero but now retired, so I imagined he must have mixed feelings about a country that he has served but has no need for him anymore at his age. I just finished the game with them and the character development at the end really moved me. I hope the same goes for my "Absurd run" Mericious/Ferwin/Grace party. I loved Ionae but I'm equally excited about Mericious.

I've heard Grace is difficult to play without powder imps, so I may regret this choice for Absurd level. However, this is the team I want, so I'm going for it. I'll post here again with strategies if I make it through alive...
DesertDweller (2010-03-13)
I'm on my 3rd play-through, and right now I like my current group of Mericious, Denever, and Charlotte.

Although afaik right now Denever is the least interesting of characters. :( My first playthrough was the typical Kaltos, Charlotte, and Enshadu party. I honestly think that's the best group in terms of actual potential. Charlotte's only missing high fire and enshadu's missing...idonremember but it's not too important.

My second playthrough was Pyan-Pau (sp?), Ionae, and Grace. That worked out well with two musketeers, but Pyan-Pau's lack of damn was difficult to work with.

I ended up accidentally overwriting that game btw with my current party.
Brickman (2010-03-14)
If you want the strongest "one of each" party, Mericious is your priest. Sure, Ionae's lost skill is completely meaningless which puts her a bit above the other two, and having your healer be the guy who gets "angry" status put on him most often isn't great, but Damn and Trick are both staples for me. Plus he gets all that bonus equipment. Charlotte beats Grace as a sharpshooter, since powder imps are less replacable than aim high (aim high is useful near the end, but in general anywhere you could use aim high enpowdered thunderstrike would probably do), and Ferwin's special event in chapter 7 generally makes things harder, so Denever becomes the knight. That's ignoring unbalanced parties of course; a person wanting an easy game might find the extra healing from two priests and a knight to be easier (and via bless, damn and charge you shouldn't have too much trouble in the damage crunch levels, though you'll have trouble hitting the back rows).

In terms of who's mots interesting, that's a matter of opinion. Ionae kicks ass, but so does Mericious (Kaltos is cool but not as cool as them). Few will argue that the Kaltos-Charlotte subplot isn't the best 2-character interaction, though I also like the dynamic between Ionae and PyanPau and between Mericious and PyanPau (what little I've seen of that one so far, which is basically the first two chapters). Charlotte is probably my favorite of the second row because I like her plot the best, with PyanPau coming in second and Ferwin not really appealing to me. For the last column, I found all three compelling, but Enshadu's probably the most intriguing (though Grace's extra plot info is a plus).

So I guess my "favorite characters" party is either Ionae-Charlotte-Enshadu or Mericious-Charlotte-Enshadu. Probably the latter simply because Mericious is more unique and his character depth is achieved without actually doing anything immoral (except running away I suppose), which was relied upon for both of the other slot one characters' flaws. Plus I can't be sure how much my liking of Ionae was influenced by knowing before starting that everybody else loved her, while Mericious doesn't seem to have many fans.
monsoonasiian (2010-03-18)
Lonae is the greatest, u should no why. She is the most epic hero u can choose from. Mercious is quite cool 2 he has some great scenes.
Cereal Toucher (2010-03-27)
I forgot. How does Grace add a spin? Actually, this is getting more technical and stats based than I thought.
Tiavals (2010-03-27)
If by spin you mean a difference in the plot, her personal history is somewhat entwined with our dear Parliamentarian.
Cereal Toucher (2010-03-27)
Oh, ok. Thank you.
Cereal Toucher (2010-03-29)
Ok. A party with Charolette for second play through for two slightly different plot lines.

I might go with Kaltos, Grace, and Enshadu, but for some reason, I don't want to.

What are the different Priests like? Like Enshadu, PyanPau, and what's-his-name. Which one is more interesting or better? From the sounds of it, Enshadu suprisingly isn't as interesting, despite looking interesting.
DesertDweller (2010-03-30)
"I might go with Kaltos, Grace, and Enshadu, but for some reason, I don't want to."
That's good. The game doesn't want to either, since both Grace and Enshadu fill that third "voice of reason" person slot. :D

Oh, the priests are really cool. I've only beaten the game with Mericious and Enshadu, but I've gotten up to Ch. 7 with Pyan-Pau.

Mericious gets some really nice equipment at the beginning of chapter 6 I think. Some of that stuff I used all the way to the end of the game. As he is also the first "temperamental" character slot, he does often argue. I was very happy with how well his inner spiritual struggle turned out, especially with Charlotte and Denever. (Denever + Mericious makes for a good ending I thought)

Enshadu has an...erm...interesting history, perhaps the most intriguing, or at least tied with Ionae imho. The second half of the game reveals a lot about Enshadu. I would definitely get a play-through in with him.

Pyan-Pau is obsessed with his grandpa...I've heard using both Mericious and him makes for some nice dialogue. (gonna do a Mericious + Pyan-Pau + Grace run-through, maybe on Absurd, after I finish my Ionae + Ferwin + Enshadu Hard run)
Cereal Toucher (2010-03-30)
I might use Mericious on second play through, if I do, if not Kaltos.

You make Enshadu sound very interesting. PyanPau looks cool, and grandparents are great too, but PyanPau doesn't quite interests me as much as Ensha-do.

Lost the game...
dennipao

dennipao (2009-09-16)
Hello,

Maybe 2 year ago i buy a copy on the game...

Now i really wanna to play sometime but stupdily i don't have the game anymore, after a format, also the link from where i can download i don't have...also the installer i don't have...

Do you have a possibility to see that i have buy the game ... so you can resend the link for download?

i can give you all information for these

Thx :P
Mark Pay (2009-09-16)
Hi dennipao,

Certainly, I'd be happy to help. Mail me at http://thespiritengine.com/Images/mailaddress.png and send the name and the email address you used to purchase the game.

Killer Balls! an oldddd game
sy310

sy310 (2009-09-23)
hey ,does anybody else here remember an incredibly oldddd klik n play game called Killer Balls? there was like Killer Balls 1-4, each was in a different setting like the beach, space and stuff

is this an early mpay game? or am i mistaken??

i'm really trying to find this game so if anybody knows where it is or has it could ya let me know? thanks alot
Mark Pay (2009-09-26)
That wasn't me, I'm sad to say!

I expect you already know that place like create-games.com and clickteam.com are a good place to ask?
I hope you can find them. That was a very fun time ( or age ) to be making games. :D
sy310 (2009-09-28)
dangggg, thanks so much for replying tho! now i know

i kno about the daily click but never knew a about click team. thanks for the lead!

but yeh, u got two slots in our marathon of old knp games, it goes Aliens 2, Tremor 3, Killer Balls (if found), Triumph 2099!, then Super Pong 95 =D

thnks for the great games! (well, the two u made)

Dark Souls II Released!
Delmaschio

Delmaschio (2009-10-06)
Dark Souls II has officially been released!

http://img197.imageshack.us/img197/1792/titleiq.png

Download Trial!
Buy Now! $19.99
Visit the Website.

Background
Ever since we can remember the land is haunted by strange creatures, Anomalies, wild monsters that will attack and destroy everything in their way. It is believed that the anomalies are created by an element called Malice, such element is created by humans themselves, emotions like hatred, greed, ambition are responsible for the anomalies' births. In order to fight the anomalies, special individuals are selected to train and become a Swordmaster, he will have abilities capable of destroying the anomalies. Unfortunately, no matter how hard and bravely they fight the births seems to never cease...

Storyline
After 10 years away from home, Galahar comes back to his hometown, now along with his wife, Kara, a strong and determined woman, they leave on a journey that will change their lives forever. Galahar must become the new swordmaster, traveling all over the continent, Kara will use that opportunity to look for her daughter, she is willing to find her no matter what, nothing will stand on her way.
Join Galahar and Kara in this emotional and intriguing journey, that will put them at their limits, while Galahar struggles to protect people as the swordmaster and find his daughter, Kara will support him with her strenght and faith even at the most difficult situations.


Screenshots

http://img12.imageshack.us/img12/3001/solsidevillage.png
Solside Village - After ten long years Galahar is back to his hometown...

http://img17.imageshack.us/img17/2992/lostgraveyard.png
Lost Graveyard - In order to become the new Swordmaster, Galahar must defeat the former warriors... by visiting their graves.

http://img5.imageshack.us/img5/3710/mershiakchurch.png
Mershiak Church - As the church selected Galahar to be the new swordmaster, they must aid him and his friends on this tough journey, Mershiak will be the heroes' headquarters.

http://img15.imageshack.us/img15/7097/kidnappedkid.png
Kara seems angry, I wouldn't mess with that woman...

http://img12.imageshack.us/img12/8049/battle4.png
Battle!

http://img203.imageshack.us/img203/2643/gauly.png
Who would that be???

Features
- Over 20 hours of gameplay!
- 6 playable and compelling characters!
- Overwhelming storyline!
- Hidden Dungeons and Bosses!
- Original Grahpics!
- Astonishing Soundtrack!
- Animated Battle System!

Download Trial!
Buy Now! $19.99
Visit the Website.
Delmaschio (2009-11-07)
RPGFan's Review!!!
http://rpgfan.com/news/2009/546.html

Thanks for a great game
Benethyarr

Benethyarr (2009-10-11)
Just wanted to say how much I enjoyed the game, I'd rate it as one of the best CRPGs I've ever played - simply because of the universally excellent writing. Loved the feel of the world, loved the characters (I played with Ionae, PyanPau and Denever) and thoroughly enjoyed the story. The music is also excellent and deserves special mention as well.

I also enjoyed the challenge of the game - it's sometimes very hard but it's thoroughly satisfying to beat. Although, that said, the difficulty/complexity might be a bit on the high side sometimes, and I do think that could put some people off. In fact that'd be just about my only criticism of the game.

Anyway, thanks for a great game - and I really hope you stick at it and produce a Spirit Engine 3 some day :)

In the meantime I shall be nagging all my friends to buy a copy as well...
Mark Pay (2009-10-12)
Thanks for your support Benethyarr! :D I'm very happy to hear that you enjoyed the game. Thank-you.
Tiavals (2009-10-16)
Remember to play it with other party combinations as well. I suggest having Grace in your next party, at least. She has a special connection with a certain Parliamentarism.
Narakir (2010-01-23)
I'll use this post to say the similar things...

I finished the game today with the same party as the original poster. It's just a piece of awesomeness you won't see often and I've played many RPGs. The world is excellent, close to ours in some aspects to make you think, but also original enough to be extremely refreshing.

The writing, the story and the character are unique and deep, and despite there's no dialogue options you really feel sympathy for the characters deep personalties what most commercial RPGs fail to accomplish.

On the game-play side the combat engine is addictive and not that easy to master hopefully you can switch to lower difficulty levels before getting crazy with the difficulty. Perhaps some skills like the musketeer's flash-bang could have been better, I used it sometimes but never saw any interest in maximising it.

The music is also very good and helps to depict the right atmosphere, I'll probably look for buying the soundtrack. This game is well made and polished on every aspect, probably because it isn't over ambitious and that's good.

Thank you for making it.

Now I'll probably try to redo the game with other characters and then I'll try a full musketeer team and see if I can beat it that way...
Mark Pay (2010-01-24)
Thank-you for your kind words, Narakir! I'm very to happy to hear that you enjoyed the game. :D

A word of warning - the boss battle in Chapter 8 is very difficult with a 3 musketeer team! You'll need lots of healing.
DireAussie (2010-01-31)
Mark and Josh,

I bought the game on Impulse in October but didnt play through it until recently. I just wanted to say thanks for making one of the best games ever! I also played through with the same party as the other two posters and loved the story; I felt that lack of dialog options was a positive rather than a negative. The intricate graphics are beautiful and the music is just fantastic.

I wish you all the best with the decision to move to freeware. Though I personally think your game is worth selling for another couple of years at least, even if at a low price point.
Doctor Lepital (2011-07-16)
Just want to join here in expression of the gratitude! I admire your sharing of processed inspiration to the world. I was astonished by the fact, that you made all the game alone by yourself (except for audio I guess), and I can slightly imagine how hard and adventurous it was (since I'm also a programmer) to keep the enterprise and motivation from falling apart throughout all the path.
You are great in art, drama and philosophy, which is not so common among programmers, and that's the main reason why I'm sure, that you are most appropriate for games-crafting.
As for the programming part... well, a bit more complexity wouldn't lack in the (non)linearity of scenario and in achievement of micro-goals too. But no too much, because I've seen lots of games-crafters stuck on this too much, and their games become more of a simulation of some complex problem-solving rather than piece of art. But this weakness in TSE2 is totally outweighed by the artistic strengths. The game-play actually reminded me enjoying a nice book.

Hope you'll return into game-crafting with not the weaker inspiration and productivity.

Screenshot with my stats on game finish: http://img-fotki.yandex.ru/get/4517/47113459.3/0_63949_4628cff1_XL.jpg

P.S. I wanted to buy the game, but it's already freeware. I would suggest you publish a donation possibility for the visitors of the game site, - I'm (and surely lots of others) would gladly pay you back for the unique and valuable experience.
DesertDweller (2011-07-16)
http://www.thespiritengine.com/tse2-download.php

Donate link available partway down the page.
Mark Pay (2011-07-25)
Thanks Doctor Lepital ( and DesertDweller for helping ) I'm very glad to hear that you enjoyed the game, and grateful that you took the time to write such kind words. It's heart-warming to know that folks are still playing the game so long after it's release.

I think it was your donation which I received last week. The money went to renew the www.thespiritengine.com domain which was due to expire in August. Thank-you for your support.
Decimusvalerius (2011-07-30)
I'd also like to thank you for making such a great game. I've went through it five times now, and it blows most RPGs I've played out of the water (And I've played quite a few, commercial and indie). It's a real shame it's not widely known. It's one of the best written games I've played, period.

Thanks again! :D
RotateMe (2011-11-03)
I'll jump on the wagon and registered solely to praise this piece of art. Like many said before, your writing and the world you created is amazing. I'm creating games myself and I was very confused when I found out that different characters interact a lot different. How the hell were you able to put so much detail in their personal development based on the other teammates. I would go as far and say this is unprecedented.

I'm going back to play now (as I just restarted, trying Ionae, Denever and PyanPau). I read in your blog that you have paused developing games, but I am eagerly waiting for your non-gaming related project!

Keep up the good work (or rather pick it up again ;) )!
Mark Pay (2011-11-04)
Thanks RotateMe ( and a belated thanks to Decimusvalerius )

The character variation is a bit of a cheat! Each of the three character slots share particular personality traits, which means they take on the same role in any conversation and can even share dialogue.

I've not completely lost my desire for games development, but the demands of my job have dampened it considerably. I have a lot less free time now, and I do a lot of basic coding at work, which has killed my desire to do any coding at home. And I play very few games now.

My other project is mostly drawing and writing, so it's a nice change of pace. I expect to publish it in the form of an ongoing online graphic novel. I've still got a fair bit of script editing and visual design work left to do and I'm nervous about the eventual release. It's an interesting new challenge!

Thanks again and best wishes,

Mark
Tiavals (2011-11-06)
Not to be a brown-noser, but I'm quite pleased to hear that you're still continuing creative storytelling pursuits. The characters and story in TSE2 was phenomenal, as I've no doubt said many a time, and to hear that you'll be making an online graphic novel is great news indeed. I truly hope it succeeds, just remember to market it properly if it's commercial. ;)
Mark Pay (2011-11-12)
Thanks Tiavals! I don't plan to make this a commercial project, but I am taking it quite seriously. I've been working on the script for the last three years, the visual design for the last year and I've just started on some proof-of-concept pieces to finalise a style to publish with. Last month I bought a Cintiq to work on, and it's worth every penny. I wish I'd had one whilst working on TSE-2, it really boosts your productivity. The current plan is to start publishing in early spring 2012. I hope it all works out! :)

Confused about Health (might be bug)
Pike

Pike (2009-10-18)
Hi, I'm trying the 1.05 demo and am confused about health points. Kolthos is supposed to have 599 health according to his Fortitude tooltip but in the actual battles he only has 60% of that (359 health), he never heals above that value. What has happened to the rest of his health, am I missing something or is this a bug? The other two character have their expected health.

Thanks.

p.s. Is there any way to save the game other than at save points? It's frustrating to lose a lot of progress because you can't reach a save point before you finish playing.
p.p.s. Also, is there a way to play in a pixel-doubled window?
ROD (2009-10-18)
"Hi, I'm trying the 1.05 demo and am confused about health points. Kolthos is supposed to have 599 health according to his Fortitude tooltip but in the actual battles he only has 60% of that (359 health), he never heals above that value. What has happened to the rest of his health, am I missing something or is this a bug? The other two character have their expected health.
"


Hi Pike!
I guess it´s not a bug. Kaltos gets sick from bad food at the beginning of chaper 2. You should be able to tell from the miniature of his face in left below corner of the screen. Throughout the story it happens quite often that states of party member are temporarily changed and it´s not always in a bad way (I have to confess that I didn´t realize that before my second playing of the full game).

I fear that the save points are the only possibility for saving...
Pike (2009-10-18)
"
Hi Pike!
I guess it´s not a bug. Kaltos gets sick from bad food at the beginning of chaper 2. You should be able to tell from the miniature of his face in left below corner of the screen. Throughout the story it happens quite often that states of party member are temporarily changed and it´s not always in a bad way (I have to confess that I didn´t realize that before my second playing of the full game).

I fear that the save points are the only possibility for saving..."

Ah I missed that, thanks ROD.

TSE 1 Soundtrack
AlphaPrey

AlphaPrey (2009-10-20)
I've had a small search over the forums and even Josh Whelchel's site for The first Spirit Engine's soundtrack. It's not on iTunes and the links leading to the soundtrack have broken. Have I missed something or is the answer buried in the old Natomic Fourms? :?

It gets annoying when I'm playing TSE1 and a tune gets stuck in my head and I can't play back the song later. :(

Download or Link would be helpful, Thanks! :D
Nillo (2009-10-20)
I happen to have a copy of the soundtrack from TSE1 on my computer, though I don't remember if I bought it or if it was free. I'll wait for Josh to give us a link to it, if he wants to make it available.
AlphaPrey (2009-10-25)
Thanks a lot!
Any way to purchase/recive the soundtrack would be great! :lol:
TwiTerror (2009-10-29)
Hey! I carelessly let the website get messed up, but it's back:
[url]http://tse.syntesis.org

Thanks! I'm glad you like it :D
AlphaPrey (2009-11-02)
Wow, thanks. :D

But - *Sigh*...

You have download them track for track.... all 82 of them. :?

Anyway.... Great music... 8)
TwiTerror (2009-11-02)
That's not right - the top middle link is "Click to Download" contains a zip of all of them.

[url]http://tse.syntesis.org/Spirit%20Engine%20OST.zip
AlphaPrey (2009-11-03)
How did I miss that :?
Oh well... :roll:
Thanks anyway! :D

TODO List for Patch 1.06
Mark Pay

Mark Pay (2009-10-24)
As a reminder for me. Please feel free to suggest any additions.

- Fix 'Click-when-level-loading' movement bug.
- Fix remaining un-translatable strings
- Fix HP display issue in Templeson Bridge fight

Mark, you are my hero!
Rkeller

Rkeller (2009-10-29)
A year ago, I got an illegitimate copy of your game. Despite hard difficulty, I found the story very exciting and loved your writing, and Josh is an amazing composer. So much so I actually bought a legit copy and Josh's soundtrack.

So, my freshman year started a few months ago. I started playing with flash with a foolish idea for a game, to be honest. I dropped it, until 2 months ago.

My mom joined a white supremacist society and started forcing her beliefs and baseless spite upon me. I started thinking alot. What's with the hate for African Americans? Then I made several culturally diverse friends, and I asked why such nice people could be spitefully hated. Then I finally made a jewish friend and asked even more questions.

All this has grown on me, and there is only one logical answer: Xenophobia. I studied some philosophy on human nature and realized most of it had yin-yang principles. Then the biggest question was asked: What if humans learned how to accept all races and cultures, without problems?



So I came back to that game idea. I started a script for a game, primarily action-RPG. It was short and shallow. I worked harder, and harder, and painted this wonderful world. Then I plugged in my theme, and boom, sucess. A script.

---

It's basically a war against an oppressive, peaceful, and calm alien society against closed-minded human renegades. Throughout the game many of the people are oblivious to their brutality against the aliens who are honestly innocent. At the end it is revealed that the aliens have sealed their emotions of hate and fear through years of international peace, but humans have already terrorized them and caused them to mentally break down.

The aliens after falling into chaos, leave and it is presumable that they will have a civil war and die, just like humans almost killed everyone in the nuclear launch at the start of the game.

The anarchists form a lenient socialist government in Jerusalem where they use nanotechnology to help re-sequence molecules effectively recreating animal and plant life. The humans are tasked with preserving remaining history from the only library to ever withstand the nuclear launch and developing their own diversity while accepting other cultures. The game ends with a child successfully sealing his anger, the first human to do so.

---

It took me so long to realize what really inspired me until I realized it was the works of you, Mark. The aliens resembled the wisdom of the Rakari.

Good news and Bad news as of recently. Bad is I just don't have the time with advanced classes to learn Flash. Good news is I found a solution.

I've decided that because the script is so good so far, I was going to write a book. I am now 1/3 through the book. It's not going to pop out of nowhere, let me tell you!

It may be a year, it may be four, but I know who inspired me the most. It was you, Mark. And now I am going to dedicate this book specifically to you!

Absolutely love your work,
Ryan
Mark Pay (2009-11-01)
Hi Ryan,

Thanks for taking the time to write such a heartfelt post. It sounds like you're having a difficult time, and handling it very well.

I think everybody has creative urges for a number of different reasons; to express, to explore, to entertain, to inspire. It's very heart-warming to know that something I've made might inspire anybody else to be creative.
I wish you luck with your book. The story sounds great! It seems like you've made a good call by changing the medium. Good ideas are nothing without the ability to realise them, so it's good that you've got the determination and the common sense to make them happen.

Thanks again for your post, and your kind dedication. Please keep me updated on your progress.

Best wishes,

Mark
Rkeller (2009-11-01)
"Hi Ryan,

Thanks for taking the time to write such a heartfelt post. It sounds like you're having a difficult time, and handling it very well.

I think everybody has creative urges for a number of different reasons; to express, to explore, to entertain, to inspire. It's very heart-warming to know that something I've made might inspire anybody else to be creative.
I wish you luck with your book. The story sounds great! It seems like you've made a good call by changing the medium. Good ideas are nothing without the ability to realise them, so it's good that you've got the determination and the common sense to make them happen.

Thanks again for your post, and your kind dedication. Please keep me updated on your progress.

Best wishes,

Mark"


It's kind of neat how even the smallest things can effect you. Subtle things such as music, slogans, ect all helped me make my game.

I think one of the main problems with a game format is that it's so hard to get a dedicated player to pick up subtle hints. Even I'm guilty of this... Remember the Artie conversation in the Traders Last Post(TSE2)? I basically ignored that conversation without realizing how important it was. Now that I think about it, even those 4 dialogue boxes could've made me love your game even more!

I mean, I even ignored it despite the dramatic music! I feel horrible! =(

How do you unlock Absurd?
Grubber

Grubber (2009-11-02)
I just beat hard mode (Final boss fight was insanely fun) and absurd mode has still yet to be unlocked...I have no idea why, or if I need to do hard mode on locked mode to unlock absurd, if I did, that'd suck.
Nillo (2009-11-04)
That's strange; I'm pretty sure Absurd should be unlocked after completing the game in any difficulty level.

It is apparently possible to unlock Absurd mode by setting 'Completed=1' in the game.ini file, according to one of Mark's older posts, but I never tried this since it was unlocked the normal way in my game. Hopefully this will solve your problem.

a few questions about game mechanics
Rhygadon

Rhygadon (2009-11-03)
So ... I have one party in Chapter 7, two more experimental parties in Chapter 2, and so far I've found the game tremendously enjoyable. (And a very welcome change of pace from more mainstream RPGs.) I'll save my general comments until I've finished the game, but in the meantime, I have a few questions about the game mechanics ...

Ethereal damage
---------------
- Repeated hits from Black Bullet (using a single Musketeer) don't seem to stack; the second hit doesn't make the numbers go down any faster, and the durations don't seem to be added together. Is this correct? What happens if two different Musketeers hit the same target, say, 10 cycles apart?
- Black Bullet seems to be the only player attack that gives the "poison" hit point tint and damage-over-time. Are all other player sources of Ethereal damage (from Sprite, Krampt's scripture, &c.) applied instantly?
(I worry about this last one because I don't see the Sprite causing damage-over-time, but nor do the numbers for Sprite-enhanced attacks seem as high as they would be if the Ethereal damage was all being applied at once. Are you sure Sprite damage is really working?)
- If both of the above are true, does this mean that there's no interference (i.e. lost damage) when using other sources of Ethereal damage against a target who's currently poisoned by Black Bullet?
- Am I right to assume that the listed Chi regeneration for Sprite is spread out across the 140 cycle duration, while the damage is applied to each attack?

Order of effects for damage
---------------
- Does the defensive effect of Trick reduce the incoming damage before it hits Chi or Aurora? Once Chi is gone, does the effect apply before or after armor?
- Is bonus damage (from items) affected by the 25% reduction or 25-30% increase that some attacks get against some targets, or by the increase for successive hits with Lucky Shot?
- Beyond simply being better for penetrating armor, is bonus damage of the same type as the attack treated any differently than bonus damage of other types?
- What happens if a 100 point attack hits a character with 60 Chi remaining and 50 armor? I assume it should be that the Chi soaks 60 and the remaining 40 bounces, but in practice, hits that finish off my Chi seem to take more Health than I would expect. Are you sure that armor is correctly applied in such cases?

Other
---------------
- It seems item-granted powers aren't affected by buffs: Trick from an item doesn't benefit from Empowder, Heal doesn't benefit from Bless, and so on. Are there any exceptions?
- Does Trick from an item provide the same 25% reduction as a normal Trick?
- The rounding on stacked Dodge effects seems a bit, er, wonky. On a Musketeer, the increase in net Dodge from items seems far lower than what one would expect from multiplying the probabilities, presumably due to repeated rounding-down. (I don't have an example in front of me, but I remember something like 39% from LL + one 6% item + one 5% item yielding about 43%.) Is the fall-off in performance really meant to be that steep, or is this just a problem with generating an integer value for display purposes?
- Conversely, multiple Dodge sources seem purely additive when they're on non-Musketeers, even when they take Dodge into the teens. Intended?
- Does Bless affect passive skills (e.g. Might, Lucky Lady, Chosen)?
- Another post mentioned that Charge is not affected by Overdrive. Is this true for any other active skills?
- Does Overdrive improve both effects of a Sprite? Both components of Black Bullet or Staggering Blow?

Whew! I'll stop now, and await enlightenment. :idea:
Mark Pay (2009-11-04)
Hi Rhygadon!

"- Repeated hits from Black Bullet (using a single Musketeer) don't seem to stack; the second hit doesn't make the numbers go down any faster, and the durations don't seem to be added together. Is this correct? What happens if two different Musketeers hit the same target, say, 10 cycles apart?"

IIRC The second hit will over-write the first, with it's own damage and timer, so long as doing so will inflict more damage in total.

" Black Bullet seems to be the only player attack that gives the "poison" hit point tint and damage-over-time. Are all other player sources of Ethereal damage (from Sprite, Krampt's scripture, &c.) applied instantly?"

Yes. ( Unless they inflict poison. :) )

" If both of the above are true, does this mean that there's no interference (i.e. lost damage) when using other sources of Ethereal damage against a target who's currently poisoned by Black Bullet?"

That's correct.

"- Am I right to assume that the listed Chi regeneration for Sprite is spread out across the 140 cycle duration, while the damage is applied to each attack?"

Yes

"- Does the defensive effect of Trick reduce the incoming damage before it hits Chi or Aurora? Once Chi is gone, does the effect apply before or after armor?"

Yes, and before

" Is bonus damage (from items) affected by the 25% reduction or 25-30% increase that some attacks get against some targets, or by the increase for successive hits with Lucky Shot?"

Yes to all

"- Beyond simply being better for penetrating armor, is bonus damage of the same type as the attack treated any differently than bonus damage of other types?"

No

"- What happens if a 100 point attack hits a character with 60 Chi remaining and 50 armor? I assume it should be that the Chi soaks 60 and the remaining 40 bounces, but in practice, hits that finish off my Chi seem to take more Health than I would expect. Are you sure that armor is correctly applied in such cases?"

It should be that the character takes no damage. It's possible that the attack may have had a small amount of some other damage ( ethereal or magic ) as a component.

"- It seems item-granted powers aren't affected by buffs: Trick from an item doesn't benefit from Empowder, Heal doesn't benefit from Bless, and so on. Are there any exceptions?"

As far as I can recall, no. They're not affected by character statuses.

"- Does Trick from an item provide the same 25% reduction as a normal Trick?"

Yes

"- The rounding on stacked Dodge effects seems a bit, er, wonky. On a Musketeer, the increase in net Dodge from items seems far lower than what one would expect from multiplying the probabilities, presumably due to repeated rounding-down. (I don't have an example in front of me, but I remember something like 39% from LL + one 6% item + one 5% item yielding about 43%.) Is the fall-off in performance really meant to be that steep, or is this just a problem with generating an integer value for display purposes?"

For musketeers, the percentage added is adjusted for their existing natural dodge percentage. If it stacked linearly, you could get them up to 80+% dodge easily, and make them practically invulnerable!

"Does Bless affect passive skills (e.g. Might, Lucky Lady, Chosen)?"

No

"Another post mentioned that Charge is not affected by Overdrive. Is this true for any other active skills?"

This is untrue. Charge is only unaffected by Bless. (Though the skills you use with Charge are affected)

"Does Overdrive improve both effects of a Sprite? Both components of Black Bullet or Staggering Blow?"

Yes to all.

A very strange bug :s
GiB

GiB (2009-11-06)
As I was fighting in the first level of the Adjanti ship(after those chests) and all of sudden one of those Jespers(orange-white fish) came from left of the screen(where the enemies were) and just flied over the characters in the screen with an attack animation!
Later, I entered in a fight before those chests and I found out that that was an enemy this party.It was missing and I couldn't beat them.
I suppose an battle trigger has been activated somehow, but I'm not sure.I'm sorry I couldn't provide any screenshots.
nadeem1414 (2010-08-21)
this is a very informative and interested web site so i like to visit this interested web site which is gelling about the knowledge of engine so i like and get the interest for reading it.

Kara's Quest Released!
Delmaschio

Delmaschio (2009-11-21)
http://img682.imageshack.us/img682/408/karasquest.png

Join Kara and her daughter in an amusing and exciting quest to save Galahar, Kara's husband and Dorothy's father. Together they will find the true meaning of friendship and courage, along with 4 more partners they will put their limits to the test.

Kara's Quest features a entertaining Field Skill system, which makes the game much more interactive, you will feel like you're actually into a dungeon, not only crossing a plain map. You will be able to cut bushes, jump, push stones and more!

Join this entertaining cast of characters and see how they develop their interesting personalities as the game goes by.

[size=150]Download Trial![/size]
[size=150]Buy Now! $19.99[/size]

http://img44.imageshack.us/img44/9079/teaserm.png

Is she jumping? :D

http://img21.imageshack.us/img21/3006/teaser2u.png

Now she is kicking! See the purple smokes? Those are malice, no more random encounters for your amusement.

http://img21.imageshack.us/img21/3130/teaser3.png

Cutting a bush off the way!

[size=150]Download Trial![/size]
[size=150]Buy Now! $19.99[/size]

New Game?!?!?
Jimbob

Jimbob (2009-12-04)
It's been a week and not a single post speculating about the new tactics game? C'mon people!

If it's the tactics idea you told me about aaaaaaaages ago then I'm properly psyched for this...

Discuss! :D
Mark Pay (2009-12-05)
Hi Jimbob! It's great to hear from you! How are you doing?

I've tried to work on a lot of tactics games/RTS games in the last couple of years. I can't remember which ones I've been babling about! :) I expect this one will disappoint some people, but I've been enjoying it. It's a WW2 game, a mix of Advance Wars, Company of Heroes and Axis and Allies miniatures ( tabletop game )

I'm hoping to use the engine at some time in the (maybe distant) future to resurrect my Love-COM game, as a lot of the code and AI routines should be reusable.

The release this Christmas will be very limited - it's just a little skirmish mode with the British and German sides working. It's been really nice to work on a game again without worrying too much about the rough edges, and an opportunity to work with C++, albeit not for particuarly complex coding. I'm happy to be getting back to freeware development, I just wish I had more spare time for it.

Screenshot!

http://www.thespiritengine.com/Images/miniWW2/Screencap%200004.png
GiB (2009-12-05)
The trees look quite good.Is this going to be a turn based game?I really love strategies, but real-time ones.It still looks very promising.
The idea of showing some statistics in game is unique, keep it.Good luck with this game. :)
Jimbob (2009-12-06)
I'm doing okay cheers. Currently down in London doing an MSc. I do remember you mentioning a kinda-Advance Wars type game but I think it was the superheroes one I was thinking of.

This one is looking good though. After the skirmish mode, do you reckon you might expand on it at all?
Mark Pay (2009-12-06)
Oh cool, Jim! :D How's the masters going? What's your project/thesis on?

That superhero game was ages ago! Wow, I'd forgotten about it myself. I tried writing the game in MMF, fastloops and all, and it was appallingly slow.

I've wanted to do something in iso for so long now. There's plenty of room for expansion. But I want to see if anyone else is interested in playing first, since I've been working on it for 9 months now ( albeit 5 of those in my spare time ) and in gameplay terms it's fairly derivative.

I did a lot of the dev work on my netbook. It was nice sitting out in the back garden, programming in the sun! Alas, not much chance of that for the next 4 or so months.
Jimbob (2009-12-06)
Haha, I love my little NC10 netbook, and I don't actually use any other computer at the moment. Didn't think I'd ever get used to the small screen, but it makes using other computers feel more like a privilege :P

I'm doing a Masters in Naval Architecture at the moment, learning how to design big ships, sponsored to do it through my job and I'm loving it so far.

And with the popularity of things like WeeWar I'm sure there's plenty of scope for another tactics game in iso.

As a side note, you wouldn't be interested in popping to the TigJam in Cambridge in January next year? It's on the weekend of the 15th... I've booked my place, and I might also be meeting up with a few of the ACoders so it should be good fun. Hoping it'll give me a chance to flex the dev fingers, and there'll be plenty of willing testers for any new projects you've got going *nudge*nudge* ;) ...
Mark Pay (2009-12-12)
Wow, Jim, that sounds fantastic. :O Congratulations on achieving such an exciting sponsorship! It sounds like you're still really busy. Have you been able to find much time for your own projects?

I probably won't be available for TigJam. Thanks for asking through.
TwiTerror (2009-12-12)
"Haha, I love my little NC10 netbook, and I don't actually use any other computer at the moment. Didn't think I'd ever get used to the small screen, but it makes using other computers feel more like a privilege :P

I'm doing a Masters in Naval Architecture at the moment, learning how to design big ships, sponsored to do it through my job and I'm loving it so far.

And with the popularity of things like WeeWar I'm sure there's plenty of scope for another tactics game in iso.

As a side note, you wouldn't be interested in popping to the TigJam in Cambridge in January next year? It's on the weekend of the 15th... I've booked my place, and I might also be meeting up with a few of the ACoders so it should be good fun. Hoping it'll give me a chance to flex the dev fingers, and there'll be plenty of willing testers for any new projects you've got going *nudge*nudge* ;) ..."


Interested in buying me a plane ticket to Cambridge from the states? (;
Jimbob (2009-12-13)
Haha, I'd love to Twi, not quite rolling in money yet. But give me a few years and I'm sure I'd be able to design the multi-million dollar yacht you were after...

Yeah, unfortunately game making has been a bit on the backburner but I've been digging into some AGS dev, with a few point-and-click adventures written but still developing. Might have one done by the new year... but I always say that...

Fraps and the Spirit Engine 2.
Galvin

Galvin (2009-12-10)
Hey everyone,

I figured this may be the second best place to ask this question - the first being the fraps website itself (which I will do tomorrow).

I have always been a fan of "Let's play <game>", and I wanted to record my play through of this awesome game. Unfortunately the recording software I use (fraps) does not seem to even realize the game is up and running. It's the strangest thing - all other games it can detect (from those on emulators, run through Impulse/Steam, stand alone executables, etc) but it just can't ever sense the Spirit Engine 2 up and running.

I was wondering if anyone else has attempted to record TSE2 with fraps and ran into trouble. Thanks in advance for any assistance. If I find out why this doesn't work I'll respond to this post with the answer, but in the meanwhile I am hoping someone else out there may have run across this problem and the solution to it. :)
Jimbob (2009-12-10)
I've no idea why it might do that but have you tried running in different windows? i.e. fullscreen or different scaling as opposed to what you might use normally? I think TSE2 does have some sort of screen focus code in it, but I've no idea how it would effect Fraps :S

Good luck with the Let's Play thing though, I love those things...
Galvin (2009-12-10)
Bah, I discovered the reason. Posting it here so anyone else who wanted to fraps the game knows it just won't be possible (unfortunately).

http://answers.yahoo.com/question/index?qid=20090321183212AALdZCu

Which makes sense - and was confirmed by several other question/answer posts I discovered yesterday. :( This leaves me with no choice but to hunt for another type of video recording software that can capture the screen as I play. I've heard good things about HyperCam so I'll give that a shot, although if anyone here can recommend another video/sound capturing program I'd love to get opinions. Thanks in advance!

My Short Review
ADmiral-tse

ADmiral-tse (2009-12-23)
The game crashes in my MS Windows Vista VM (using VirtualBox).
http://img693.imageshack.us/img693/324/screenshotvm.th.png

It seems to work in Wine 1.1.35, but there are problems with the resolution:
http://img687.imageshack.us/img687/8990/screenshotwine.th.png

As you can see by the highlighted "Custom Start" button, the recognized mouse pointer location is probably correct while the graphics are problematic.

So I Quick Start a game, and again the graphics are drawn beyond the actual screen boundaries, making the game unplayable.

Also, terrain at the screen border is not drawn correctly because trees on off-screen tiles which should be partially visible on-screen are not.

The sound effects seem to stutter horribly some of the time and work just fine at random.

Of course, I don't know if those are problems with B&S, Wine, or both... ;)
Mark Pay (2009-12-23)
Hi Admiral! Thanks for trying the game.

I hadn't tested it on any emulators or VMs. :(
Actually I haven't gone back to test the accelerated version on XP yet either.

I'm still using MMF2 for the front end, this time with the DirectX 9 renderer. Which is itself an older Beta version, but renders so much faster on my netbook. I'm also using an extension to mess with the window size because again, MMF2 doesn't do it right.

I've updated the zip with the non-accelerated version ( software renderer ). This might work better?
ADmiral-tse (2009-12-23)
The software renderer works fine in Wine, it's just really slow! :( I've tried to play the game, but it has too many features already to grasp it in 10 minutes without a tutorial. :) I found out how to attack enemy units, that X means miss, skull means a soldier dies and nuke means that a vehicle is destroyed (maybe?)

Gameplay elements like cover, morale, number of soldiers/movement/whatever in a unit are not clearly visualized on the map.

I think the scrolling would feel more natural if you could "grab" the map with the mouse. When the mouse cursor is then dragged across the screen, the map is dragged with it. I would personally prefer this method to the current one where the map will not immediately scroll to the right as much as you move the mouse to the left, but will continue scrolling even though the mouse movement has stopped.

The game could probably use a tooltip window much like the one in the lower left corner. It should tell the player not only what unit or tile the mouse is currently hovering over, but instead what will happen if you click there. i.e. "Attack Unit X" instead of "Information about Unit X"

The buggy landscape on the screen area borders is back. Compare the following two parts of two screenshots, both from the upper border:
http://img13.imageshack.us/img13/213/sbscreenshot1.th.png
If I scroll just a little higher, the trees suddenly appear:
http://img130.imageshack.us/img130/826/sbscreenshot2.th.png

So far, it looks like the game already has most of its core features implemented. Did I see the screen shake a little? :)
Mark Pay (2010-01-03)
Hi Admiral, sorry for the late reply.

That's some great feedback. I know the user interface can be improved a lot, so I appreciate those good ideas.

I tried the other mouse movement that you mentioned ( a bit more 'Black and White' and wasn't very happy with it. It felt more difficult to use )

The tile appearance bug will be easy to fix, just need to adjust the edge values. :)

Bug report: unit overlap in combat sequence
Niahak

Niahak (2010-01-03)
Ran into the following with a pair of combat sequences in random succession. This was the AI controlling both sides, so maybe there wasn't enough downtime between me clicking "continue" and the next combat to clear things out.

http://www.niahak.org/images/combat.png

I've also noticed, if a unit has a few casualties and an enemy unit fires at them but misses, some of the dead guys appear to get back up :)

I like where things are going, though.
Mark Pay (2010-01-03)
Thanks Niahak!

There's been a bug in combat display for ages, but I've not been able to find the source. :( There's some interesting variants of this that can occur!

It's only a display issue, but it looks terrible! ^_^

A TVTropes page for TSE2
Brickman

Brickman (2010-01-07)
Hey, long time no see. I haven't been here in a while, mostly forgot about the game, but finding my backup safe copy of the installer while rooting through old files on my computer reminded me of it. And I decided that I'd do what I would've done a while ago if I wasn't lazy: Create a page for The Spirit Engine 2 on Television Tropes Wiki. Because your plot's big enough and recieved enough effort that it deserves it, and hey, it'll probably lead some more people to try it out. I know the last game I wrote a page for the author said he got a whole bunch of inbound traffic and a handful of new forum members from the site (though that was a freeware rather than shareware game, and I also made a forum topic about it, which I won't do until I'm at least slightly satisfied with the page).

So I made the page, but I'm not satisfied with it at all. I don't feel like I'm really doing justice to the complexity of your plot, but finding tropes which line up with what you actually did is hard. Very hard. Also, it's been a while since I played and I can't remember all the details (especially about Kaltos's past). So if anyone else on this forum happens to be a Troper, could you do me a favor and help improve the page?

PS: I'll probably be finishing my absurd run along with my walkthrough sometime fairly soon as well. When I started I was planning on also doing a page for TSE1, but considering how much work this one turned out to be I no longer feel up to it.
Mark Pay (2010-01-11)
:D I've wasted more than a few hours on tvtropes. It's a great site!

You've done a fantastic job, Brickman. I remember having an eye on a somewhat famous list of RPG cliches when originally writing the game, before tvtropes was as big as it is now. I'm not sure how many I was able to dodge! Some tropes are too much fun to fight against. ( Load Bearing Boss! )

I'll keep this in mind next time I'm browsing tvtropes, to see if there's anything I can add myself. It's too much fun not to! Thanks. :D

Swordfaith works in crypt (bug)
Streuselsturm

Streuselsturm (2010-01-11)
Hello
first of all i wanted to thank you for this AWESOME game. I played both TSE and TSE2 and it simply blew my mind.

I found a little bug - nothing serious.
You can use swordfaith in the cryp (after killing Count Cristoff) I must admid that i used this bug to get through this level it was way more easier 8)

http://img514.imageshack.us/img514/7285/swordfaithbug.jpg

please excuse my weird english :?
Mark Pay (2010-01-13)
Thanks Streuselsturm! :D I will fix this in the next patch.

Game- ready model shops
Tinlau

Tinlau (2010-01-21)
I'm making a list of game-ready model shops, if you know another ones please tell me ^^ here's what I've found so far:
(alphabetically sorted)

3dbud.com
http://img118.imageshack.us/img118/8018/83767809.jpg
(fantasy characters - animals - monters) - <they have just updated new monsters and characters>
http://3dbud.com

3drt.com
http://3drt.com/3dm/characters/real-zombies/characters-real-zombies-3d_01.jpg
(fantasy - scifi characters - animals - monters) <new zombie pack>
http://3drt.com

adenfall.com
http://www.adenfall.com/modelalbum1/bedroom_render.jpg
(game objects)
http://adenfall.com

arteria-gaming.com
http://www.arteria-gaming.com/fantheme/fanthemelogo.jpg
(game objects)
http://arteria-gaming.com

cubixstudio.com
http://www.cubixstudio.com/products/FemaleNPC/FemaleNPC_CloseUp.jpg
(fantasy - scifi characters)
http://cubixstudio.com

dexsoft-games.com

http://www.dexsoft-games.com/textures/images/fantasy/dungeon_tomb/tomb_banner3.jpg
(game objects - fantasy - scifi characters) <new cool fantasy characters>
http://dexsoft-games.com

frogames.net

http://www.frogames.net/frogames_images/bandeau_2.jpg
(game objects - fantasy - scifi characters) <mmorpg character pack>
http://frogames.net

gamebeep.com
http://img142.imageshack.us/img142/962/26031368.jpg
(game objects - fantasy - scifi characters)
http://gamebeep.com

game-stuff.com
http://www.game-stuff.com/architect/windmill_1/02.jpg
(game objects - game levels)
http://game-stuff.com

The Spirit Engine 2 is going freeware
Mark Pay

Mark Pay (2010-01-24)
Josh and I have been talking this over, and decided to take the significant move of making The Spirit Engine 2 freeware, like the first game.

It's been 18 months since the game was released. Right now, having a price is restricting the number of people who could enjoy it, and it's selling very few copies anyway. So my feelings are that we might as well let everyone play it for free, not just the freeloading pirates!

The game hasn't been much of a commercial success. This is my responsibility, from poor design decisions to a lack of polish and an absense of marketing. The release has been a fascinating and at times very stressful experience. I'm no salesman, and this is a difficult and unstable industry to try and make a living in. I'm still very proud of everything we accomplished together in the five years we spent working on The Spirit Engine 2. The most heart-warming surprise has been how wonderful our customers have been. We're very grateful to you all for your support and your goodwill. Sales of the game have helped me personally through a difficult period of unemployment.

So, down to formalities! Version 1.06 will be the freeware release. There's no major bug fixes, I've mainly just addressed a handful of translation issues. The release will hopefully come in the next couple of months. There's some complications with the few portals that still have distribution agreements for the next 8-20 months, but I can't see any contractual blocks to this.

I am currently investigating hosting arrangements. Does anbody have any recommendations? I mean, besides just pointing people to all the usual rapidshare or rayfile links where you can get it for free already. ¬_¬
GiB (2010-01-24)
"I am currently investigating hosting arrangements. Does anybody have any recommendations? I mean, besides just pointing people to all the usual rapidshare or rayfile links where you can get it for free already. ¬_¬"
I think host-a is a good place to host the game.
Brickman (2010-01-25)
Wow. I wasn't expecting this, but it makes sense and I guess it's been a long time coming. I do NOT think it's anything wrong with the game ("Lack of polish"? What lack of polish? There's plenty of polish); it's entirely down to marketing. If you do another project and do try to sell it, you'd probably be doing yourself a huge favor trying to add someone to the team who knows about marketing, because it's hard and isn't the same skillset as music or coding or design.

I think you're right in doing this now, though. That's a lot of hard work to go as unappreciated as it has, and unless Valve spontaneously takes interest in you or something it's too late to do the kind of marketing that earns real money. At least you can get maybe get a fan-propelled publicity blitz when it goes free; I'll certainly be spreading the word.

Still $15 well spent for me.
Tiavals (2010-01-25)
There most certainly is nothing at all wrong with the game as such. As my local gaming magazine said about TSE2: "Once a gain a game that doesn't need anything to succeed except a highlight in the media and a chance. Our magazine can only highlight the game, it's up to you to give it a chance. And you should do it."

Independent games usually have very little presence in the media, which greatly strips their chance to succeed. It's a great shame that you didn't succeed commercially, but rest assured, your work was most definitely not wasted. It is very good of you to make the game freeware, hopefully that will make more people enjoy it's greatness.
ROD (2010-01-25)
"I do NOT think it's anything wrong with the game ("Lack of polish"? What lack of polish? There's plenty of polish);
"

I agree, nicely put

"If you do another project and do try to sell it, you'd probably be doing yourself a huge favor trying to add someone to the team who knows about marketing, because it's hard and isn't the same skillset as music or coding or design. "

Ha. I got to the point that I finally felt (after long years of hard labour including music university) I was able to play my music and write my songs in the way I've always been wanting to - just to find (like so many colleages) this alone doesn´t bring you any gig offers or record sells. So I tried it and attended a coaching in management, booking, advertisment strategies...whatever, and forced myself to the phone and stuff and yeah, somehow that worked for a while, but never in my life did I feel that exhausted or unhappy! Yes, It IS hard and it definetly needs a different skillset (I dont have it). I won´t ever try that again but rather use the energy to find someone who is capable of doing that job.
Ehm, anyway...yes, I also hope you´ll find someone for this important part in the future, when you guys resume for TSE3 after getting rich through donations (the Radiohead method) 8) :shock:
Galvin (2010-01-25)
Mark, your game is incredible. There is absolutely NO lack of polish - as the others have said here - and I would gladly have paid $40.00 for this wonderful game. (Indeed I did! I bought it twice, once when it was first released and again on Impulse so I could have it forever as it were).

I still play it from time to time and love how extremely well done the battles are, and how I can come up with different battle chains for my various parties to use to fight onward to victory. I also continue to listen to the music regularly to this very day - and I don't think the tunes have come off my iPod since I first acquired them all those months ago - I constantly hum Crimson Limit all the time now!

When/if you release a TSE3 I know I'll be one of those who downloads it immediately that first day paying whatever price you've asked for.

Again - you did a fantastic job Mark. I never shut up about the game to all my friends and have louded it as my #2 game of all time due to the story and complexity of the combat. Know that your work is appreciated sir, and thanks again for all your hard work!
Narakir (2010-01-26)
Making this game free is a good move and I won't regret my spending, but saying it's unpolished is begin too hard with yourself, it's more polished for what it is than many modern games, sure it runs on an archaic looking engine, but who cares ? Surely not people playing it.

"I am currently investigating hosting arrangements. Does anbody have any recommendations? I mean, besides just pointing people to all the usual rapidshare or rayfile links where you can get it for free already. ¬_¬"

Perhaps you can get a deal with good old games (http://www.gog.com/en/frontpage/), the give some games for free, but I'm not sure TSE can be considered as an old game. But it least they'll probably make it quite visible.
Mark Pay (2010-01-26)
Thank-you for your kind words everyone!

When I say TSE-2 lacks polish, I'm looking at the game from a more mainstream perspective. Regular gamers expect fullscreen high resolutions and many helpful usability features that aren't in the game. It's been wonderful to hear how many people are still willing to play in such a tiny little window, but it's the low production values which kept the game off of portals like Steam.

I've not lost my enthusiasm for making a third game! I have plenty of ideas, I just need to find the time. ( Another five years should do! )
Brickman (2010-01-27)
The only thing I think your game was missing was a way to access the manual from within the game. Though I'll admit I could understand people not being used to games that don't take up their full monitor.
Nillo (2010-01-27)
This is a generous decision, and I do not regret having purchased the game at all. In fact, if you put up a donation button somewhere I'm sure I could double what I spent on it, because it is worth so much more than what you have received and I feel a bit ashamed that I was powerless to bring the game to a bigger audience.

When the freeware version is released I'll make sure all my friends know about it, and I will try to give it some attention in other places as well.
Jimbob (2010-01-28)
Maybe you should put up a little donate button as well... as I'm sure a lot of the people who may have been put off by the price will be knocked back when they play the full thing :P

Good luck with it. If you need a mirror host, I'm not particularly using my space that much if it comes to it.
knpmaster (2010-01-28)
hey Mark

I am willing to host your game on my web server.

Contact me via email.

knpmaster at gmail dot com
TwiTerror (2010-01-28)
I'll go ahead and answer this question: The soundtrack (full) is going to be free when the game is released for free, no point in not doing that. (:
DemiImp (2010-01-29)
It makes me sad to see this being released for free. Especially after going to your forums a few weeks ago only to find out that you quit working on a 3rd game.

If you put up a donate button I'd donate the extra money I felt this game was worth.

I wish you best of luck as to whatever happens next :) Whether that be eventually working on another game (not necessarily the 3rd in the series) or getting a job at some other company. Happiness is important :)
woodecker (2010-01-31)
I have played The Spirit Engine, it's a nice game, the idea, the music...

When I discover that there was a second part I thought it will be also free, so I don't bought a copy, the price was to high for me.

If you put a Paypal Donation Button or something similar people will pay what they think the game costs, and you will be surprised! Maybe some donations will only be 1$ but some people will give more than you think if they really enjoy the game.

The creator of World of Goo has done this and has a lot of earnings!
Tiavals (2010-01-31)
"
If you put a Paypal Donation Button or something similar people will pay what they think the game costs, and you will be surprised! Maybe some donations will only be 1$ but some people will give more than you think if they really enjoy the game.

The creator of World of Goo has done this and has a lot of earnings!"


Well, the World of Goo is a super-popular casual game, quite the opposite of TSE2. But I don't see a reason not to put a donation button anyway. Even if people don't donate that much, at least they'll have a choice to do so if they so wish.
Chroelle (2010-02-01)
CWF would of course be happy and proud to host TSE2. I wrote you an email regarding this.
Mark Pay (2010-02-13)
The first available link to the freeware version of TSE-2 comes with the help of Curly's World of Freeware.

I am very grateful to Christian Toft for his kind assistance with the hosting! :D

You can find it here:
[url]http://www.curlysworldoffreeware.com/games/view/367

I've not updated the main download page yet as I want to secure some more hosts, so that no single site has to take the full burden of hosting the game.
Mark Pay (2010-02-16)
Need additional hosts for the game. :( Any suggestions would be most welcome. Most of the DL sites I've looked at have been unimpressive, with low usage limits or bad reputations.
rabadi (2010-02-17)
I would suggest Abandonia Reloaded [url]http://www.reloaded.org/
Naknakkus (2010-02-17)
I admire your generosity. I know that it's a bit late now, but I'm wondering what would've happened if you'd joined up with an indie publisher like Wadjet Eye Games.
AirBasher (2010-02-17)
http://gamejolt.com/
http://experimentalgameplay.com/


These sites can help promote the game and host it.
Mark Pay (2010-02-18)
I'm having a busy week, and will be away from home this weekend. I need to make a proper news post for the site some time. Until then I wanted to thank everyone who has shown their support for the game this week, and especially those who have helped out with hosting. This release would have been difficult without you and your kindness has been much appreciated. Thanks!
<=-WaLkInGtHeWaY-=> (2010-07-19)
Surprisingly, i still havent finished the game!

Kind of saving it for a rainy day.
xegnma (2010-10-23)
Wish I came across this topic sooner, I would have recommended converting the app to flash and marketing it as a browser game...all sorts of revenue that way..(I happen to be a flash developer btw, heh I know shameless plug but in the case of TSE-2 I'd do the conversion for free...)

Oh and as for introductions I happen to be one of your fans from the natomic forum after playing TSE-1...I periodically followed and commented on the development of TSE-2 but lost track after a while...

In any case I'm glad to know that your financial situation has improved since Mr. Pay...but please don't put aside game development just yet. I feel you still have a few good games left in you.

[update]
Hmmm... I'm really liking the idea of porting one of your games to Flash...Would you be interested in porting the first installment of TSE to flash?...its the kind of project I'd like to cut my teeth on...you could even monetize it via Mochi Media or Kongregate...

Latest version
Mark Pay

Mark Pay (2010-01-30)
I've been playing around with the build these last few weeks, and having some fun with it. :)

Latest version is Windows only:
[url]http://www.thespiritengine.com/Brass&Steel/Files/Brass&SteelAlpha.zip

Changelist for 1.01:
---------------------
- Improved AI handling of vehicles
- New terrain - streams, fords and marshes
- Improved sound effects
- Music!
- Quickplay randomly chooses German side
- Tooltips for some GUI elements
- Numerous other minor tweaks
GiB (2010-02-06)
It's too dificult for me.And why does the enemy always have much more units?
Mark Pay (2010-02-07)
Hi GiB,

By default, side 1 gets 440 points of units and side 2 gets 465 points.
You can change these by selecting 'Custom Start' on the main menu.

It may be a good idea to set every side's formation type to 'Mixed', as the random choice can create some unfair match-ups ( infantry vs artillery, tanks vs. anti-tank guns )

Note to self - default tooltips render horribly slow on netbook :( Replace them with something custom!

How can I make translation pack?
4001jh

4001jh (2010-02-02)
I want to translate this game...in Korean.
How can I do it?

1. Just translate....by using array editor..
2. Send you the modified file...

Right?
Mark Pay (2010-02-03)
Hi 4001jh!

Unfortunately, I have bad news. :( Currently the game only supports latin character sets ( Arial font )
The structure of the game makes it very difficult to replace all the fonts, and unicode support is not currently possible. I hope to find a way to change this in the future, but for now I am afraid that it is not possible.

I'm sorry to disappoint you. :( Thank-you for your interest in the game.
4001jh (2010-02-06)
Dear Mark Pay.

Thank you for your answer.
I'm not disappointed...yet.

I've downloaded "ArrayEditorScriptFullest.exe".
and replaced some text on demo version.

You said "unicode support is not currently possible."
But the text in Korean has displayed normal on demo version.(Oh!! YES!!)

I want to show you the screen shot...
but I don't know how to attatch a image on this post.
Mark Pay (2010-02-06)
Really? That's fantastic!

Looking back through the Clickteam forums, it appears they were working on unicode support last year. So whether it went into a recent patch, or whether basic Arial supports Korean, I don't know. But it's great news!

Unfortunately this forum has no options for user image upload, but if you could get a screenshot online I would love to see it.

Thank-you and good luck! :D
4001jh (2010-02-08)
http://blog.naver.com/4001jh/40100594173

Game creation
DemiImp

DemiImp (2010-02-04)
Is it me or does the custom map section just not work at all? I set things up, have 3 people on my side, increase my points (whatever that does) and start the game and... I have 1 other ally and 2 enemies?

I'm confused :(
DemiImp (2010-02-04)
Well maybe the points thing is working? I'm not sure, I havent played around with it enough. But the team thing doesn't seem to work.
Mark Pay (2010-02-04)
Ah, I think you may need admin priveleges for the game ( or run it from a folder like "my docs" )
I couldn't get the global memory setup for the extension to work properly, so the game dumps the level seed data to a file and reloads it when the level loads, rather than holding it in memory between frames.
If the app doesn't have write priveleges, it can't write the file, so there's nothing to read in to overwrite the randomised default settings when the level starts.
Mark Pay (2010-02-04)
Scratch that! It's just buggy. :) The 'faction divider' settings don't seem to save, and there's a shortage of GUI objects.

I'll look at getting this fixed up for the next release. I've only been using 2/2 setups for testing so far.
DemiImp (2010-02-04)
Ahh, ok. I was going to say "Admin privilages? On xp?" lol.

This is really the first time I've played one of these tactics games. It's quite hard, probably because I haven't had any kind of tutorial to teach me correct strategies. The past 2 games I've played I basically just charged right in and attacked the enemies without setting them up in some kind of strategic form. I haven't really abused long-range weapons. I haven't been able to figure out if range affects accuracy or any of the underlying details :p
Mark Pay (2010-02-06)
I need to add a lot more in-game documentation!

Range does affect both accuracy and armour penetration.
Thanks for trying the game. Do please let me know any other feedback or thoughts you might have, as I intend to keep working on it. I may also adapt the engine for use in another setting in the future.

How to create a translation pack for TSE-2
Mark Pay

Mark Pay (2010-02-06)
1) Download [url]http://www.thespiritengine.com/Files/TSE2Misc/ArrayEditorScriptFullest.exe. Place it in the same folder as your main executable. Run it and use it to edit the necessary files in /Data and /Script.

Please remember to make a backup of your installer or main directory before editing.

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

It should be possible to install these files in /Data/Translation or /Script/Translation, but this feature does not always work, so it may be best to over-write the existing .dta files.

2a) Download the replacement image pack:
[url]http://www.thespiritengine.com/Files/TSE2Misc/TranslationImages.zip

2b) Download the Map source PSD:
[url]http://www.thespiritengine.com/Files/TSE2Misc/TSE2WorldMapPSD.psd

2c) Update any images and place them into /Images/Translation

3) Create an archive or installer which unzips/installs these files over to a new TSE-2 install.



NOTE! - Please don't feel that you have to make a literal translation of the text. Write what you think will sound best in your own language, and feel free to make changes if you think they will improve the game ( including names! ).

Multimedia
monsoonasiian

monsoonasiian (2010-02-14)
I'm having a issue with TSE. I am playing on vista home premium, well i was playing with peter, pippa, and Mathew and then after a while a get a report that multimedia stopped working and and then i have to check online for a solution and some other message. This also meant that my saved game was erased. Running admin does not help stop tse crashng.

btw it has happened 3 times :x

Last Heroes Released!!!
Delmaschio

Delmaschio (2010-02-16)
http://img692.imageshack.us/img692/8031/titlefnq.jpg

Join 4 warriors in a incredible adventure about friendship, dreams and destiny!
Viktor is the new king of Abakam, despite being the younger of 3 brothers, Viper, the older brother is not satisfied with his father's decision, which brought him an intense sense of vengeance against the kingdom. Viktor along with his friends will do anything to stop him!

Follow the destiny of 5 different characters in this intriguing RPG!

Download Trial!
Buy Now! $11.99

http://img689.imageshack.us/img689/162/reportt.png

http://img186.imageshack.us/img186/3270/whitesnow.png

Download Trial![/url
Buy Now! $11.99
Delmaschio (2010-02-17)
First version had a bug, newer version is up and running!
Tiavals (2010-02-18)
You really churn these things out at a most alarming rate.

Which would be a good thing, I suppose. :wink:
Delmaschio (2010-02-23)
:D
It's good to know I have a strong fan base that supports me! They are the ones that allow me to release those games after all!

lonae is epic
monsoonasiian

monsoonasiian (2010-02-20)
I only just noticed this this morning, lonae is freakin epic seriously wow !!! i can't believe i missed it on my first run but seriously she is epic. Would have made the game so much easier if she stayed in her demon form ( :twisted: ). I'm very impressed mark.

Is there some sort of trigger to get the encounter ? like certain other party members

Where u get the idea ?

BTW lonae is mii fav now :D
Brickman (2010-02-21)
That encounter should, logically, always occur in the same place whenever Ionae is in the party, and be skipped anytime she's not. Anyways, I don't think Demon Ionae would've fit through the doors in chapter 8 so Ick Thelloth would've never been stopped and would be free to inflict a reign of terror upon the world a couple years from now.
monsoonasiian (2010-02-22)
Being a nether plane demon couldn't she possible just rip apart the ajanti spaceship and eat ick thelloth. Isn't it pissible for lonae to shapeshift since she is all powerful and all.

Sinners - Truth Be Told IS OUT!
Delmaschio

Delmaschio (2010-02-28)
http://img404.imageshack.us/img404/5135/titleg.png

Download Trial!
Buy Now! $11.50

- Sinners: Truth Be Told -

For years the queen Lorelai has ruled over Uboro, with a fierce but also kind hand, she have always treated her people as family, and never saw anyone as an enemy for life. Lorelai believes in people and in their goodness, their ability to change and improve.

It seems the good years are over though... a mysterious group arrived in Uboro and started making a revolution, claiming that they have the real queen with them, and that Lorelai was not destined to be the queen, that she made her way to the throne with deceptions and frauds.

The kingdom is on a bad situation, as followers attack, steal and hurt what Lorelai loves the most, the people of Uboro. The queen must find a way out, and for that she counts with 3 powerful allies. Victoria, her adopted daughter and one of the strongest warriors in the kingdom, Alkor, a former outlaw to whom Lorelai granted forgiveness in exchange of his services, Celine, an innocent but powerful girl raised by the castle's most powerful white mages.

They're all close to the queen, and they will become even closer to each other, they will need to stand together to survive and move foward.


- Characters -

Victoria - Victoria was bought by Lorelai from her parents, which were slaves, Lorelai raised her as a daughter but Victoria refused to be treated with privileges, as soon as she could she joined the army and became one of the most influent and respected warriors in the kingdom.

Alkor- Not much is know about Alkor most of his past remains a mystery even to que queen to whom he owes some sort of obligation. That's because Lorelai granted him forgiveness for the crimes he commited in the past..


- Screenshots -

http://img121.imageshack.us/img121/8985/introductione.png
Introduction Scene.

http://img291.imageshack.us/img291/1170/alkor.png
Cutscene in Alkor's Bedroom.

http://img683.imageshack.us/img683/1555/bedroom.png
Brave young girl!

http://img714.imageshack.us/img714/917/culwich2.png
Wandering around...

http://img260.imageshack.us/img260/8905/culwichmines.png
Dangerous place!

http://img651.imageshack.us/img651/975/dungeon.png
Dangerous people!

- Features -

World Map - A lot of people complain about backtring, there won't be any of that in Sinner, once you unlocked the location you can easily visit whenever you want
http://img372.imageshack.us/img372/553/eastuboro.png


Crafting - Find your recipes, collect materials and go craft your equipments!
http://img227.imageshack.us/img227/7938/blacksmith.png

Quest Journal - Keep track of your side-quests and their objectives!
http://img121.imageshack.us/img121/5905/questsystem.png

Crest Equip - Equip your skills wisely!
http://img97.imageshack.us/img97/1521/crestequip.png

Download Trial!
Buy Now! $11.50
Delmaschio (2010-03-14)
MAJOR UPDATE!
Delmaschio (2010-03-16)
Released!
Delmaschio (2010-03-17)
There was a small error that could or could not have happened to you, if it did just download the file again, it will work. If it didn't, well, just keep playing.
Delmaschio (2010-03-19)
There was a problem with the installer in the last version, it somehow got corrupted during the upload, if you downloaded and couldn't install the game, please download it again. Sorry for the inconvinience

Ooh
Mossy

Mossy (2010-03-06)
Year after year, I find myself becoming more and more disinterested in the latest games that are released. Of course, every year there is usually a few games that I learn to love, but that number is lessening rapidly. Then today, I stumble across a game that catches my interest. An alpha version of a game called Brass & Steel. I nearly disregarded it, thinking it would be a bugfest, but the idea of an Advance Wars like game infused with ideas from Company of Heroes (two of the best games to come out in recent times) was too much not to even look at.

So, two hours later, I find myself addicted. If this is the standard for an alpha version of a game, I cannot wait until the full version is released. This game has immense potential.

The game could obviously do with more gameplay features, a more polished interface etc. but in it's current state, I found the only problem was a slightly laggy screen scrolling. Though this may have been due to the fact I was playing on a netbook.

The graphics are charming, the gameplay is fun and it's addictive. It looks to have great replay value.
Mark Pay (2010-03-06)
Hi Mossy! I cannot tell you how happy your post makes me. :)

I've been working on Brass & Steel for about a year now, but most of that time I've been at my new job, so spare time is restricted to weekends, and progress has been slow.
It's not had a lot of downloads or positive feedback so far, so I'm thrilled to hear that you're enjoying it.

There are an enormous number of features that can be added. I'm working on walls and hedges at the moment. Buildings next, then hills, which will be tricky to display. Beyond that I'd love to get missions, a map editor, other armies, campaigns in there. It'll take a long time though...

The game was originally developed on a netbook! I've switched back to my main PC because it's cold and wet outside though. The HWA, DirectX accelerated version runs really well on my EEE PC 1000, but scrolling is sluggish on the software-only version. The mouseover popups in the latest version render very slowly as well, and need replacing.

Thanks again!
Geos (2010-03-16)
I stumbled upon Brass and Steel by happy chance, and I can say that it's the best game I seen in months. It's addictive the very same way as Civilization or Battle for Wesnoth- you're always wanting to spend one more turn until you realize it's way past midnight.

You have a real gameplay gem here, and I can't wait to see it released.
kegley (2010-05-08)
I downloaded the Spirit Engine 2 when it became free and then came back to your website and discovered this little gem.

I absolutley love it! It's a perfect mix of engrossing tactics that's just light enough not to bog you down.

Please keep working on it.
Mark Pay (2010-05-08)
Thanks for your support guys. I really appreciate it.
aVoddle (2010-07-03)
At first, sorry for language, I'm russian & I'm almost never writing on english forums.

Well, Brass & Steel is already wonderful, nice graphics, very good gameplay... I like it so much! When I downloaded alpha, almost whole day was lost due to the game :)

By the way, I played both TSE of cause. These are very impressive game, one of the best games I ever played, really.

So thank you very much, Mark, for your outstanding games! I really hope that you'll continue all this work!

Avast vs. TSE2
Mark Pay

Mark Pay (2010-03-07)
It seems some people have been receiving virus warnings from Avast regarding TSE2 freeware.
As far as I'm aware, these are false positives. I'm running McAfee locally, which reports no issues.

Has anybody else had any issues with their AV software and the game?
Saminougat (2010-03-08)
I have this problem with Avast.

Is there any workaround to fix this?
alspal (2010-03-09)
It deleted my .exe :( What a retardation. They may as well suddenly call the recycle bin a virus.
Xaoset (2010-03-10)
"It seems some people have been receiving virus warnings from Avast regarding TSE2 freeware.
As far as I'm aware, these are false positives. I'm running McAfee locally, which reports no issues.

Has anybody else had any issues with their AV software and the game?"


I was having this problem with Avast v4.8, but I just installed v5.0 and it now seems to be working just fine.
Dynomice (2010-03-21)
I had this issue, even with Avast v5. I reported it as a false positive but fortunately you can get avast to ignore it in the meantime if you're still having issues.

For v5, just open the avast user interface, go to the Real Time Shields tab, select the File System Shield subcategory, then go to Expert Settings --> Exclusions, and add the install location of TSE2 to the list.

why am I so bad?
twood

twood (2010-03-07)
I just started playing this recently, and am very impressed with the game. However, I think I'm awful at it, and I haven't quite figured out what I'm doing wrong.

(apologies in advance for all the incorrect place and character names below, it's been a few days since I last played)

I'm playing with Grace, PuanYuan (?? the foreign priest), and Kaltos. I just reached Fort Longreach (??) and will soon be taking a balloon ride. I had a lot of trouble fighting the enemies in the "Tall Grass" area before the fort. I'm not sure if this is because: 1) I'm using the wrong skill chains, 2) I should have been grinding some baddies to level up first, 3) I picked a poor party, or 4) something else entirely.

From browsing the forums here I have just discovered one big mistake--I hadn't realized that smoke screen provides defensive bonuses to the enemies as well (in retrospect this should have been obvious), but I'm not sure what else I've been doing wrong. I tend to have my priest alternate between healing and blessing both kaltos and grace. Grace I had using a lot of explosive bullets, although it sounds like that may not be a good choice. Kaltos I kept on "hack" for small enemies or slay for large, with occasional calls to Brace (?) when I needed him in the front as defense.

I do not make much use of the pause buttons, except for fighting the golem type thing which had an invincible mode. Likewise, I pretty much never use the overdrive stuff.

Any suggestions? I admit that I'm used to games being easy where I pretty much won't die unless I do something stupid, but in SE2 I'm dying quite regularly. I'm mainly in the game for the story and the characters, so I don't want to spend all my time dying and reloading!
Brickman (2010-03-08)
Well I'll tell you the first part right upfront: You didn't pick a bad party. As long as you've got one person of each class there are no parties because they're very close to interchangable (each sharpshooter and priest is missing one skill, the knights aren't missing ANY. There's a grand total of one fight that will only occur if you've got a certain party member with you, there's only a few pieces of equipment that you won't get with all party members and there's one boss who'll be a bit different for every party). Grace is probably the worst sharpshooter, and PyanPau is probably the weakest priest (but the skill he's missing isn't really important until 2/3 of the way through the game), but they've got some advantages over Charlotte and Enshadu and Mericious as well (especially if you use your priest mostly for defense you'll find PyanPau to get statistical boosts at several key points in the game, including the final boss).

Explosive bullet is generally considered a weak skill, but especially here it's just inefficient, not a game-loser. Most of the other sharpshooter attacks are better. Hack and slay and party heal are also useful, and Brace if you use it right (remember not to attack after using it until after you've taken two hits, or it'll be wasted. Recover or just storing energy work fine. Also, not all enemy attacks are created equal). Bless is not really appropriate this early in the game; you'll want it once enemies start having a lot of armor and/or you start needing to deal a lot of damage in one attack (it's indispensible near the end). You'd be better served with an attack skill; I'm partial to trick, especially with PyanPau for purely thematic reasons.

It sounds, though, like your problem is with strategy. First of all, the last area of chapter 2, where you hold the line against respawning enemies, is about defense rather than offense. Taking out one of the jackals is ok but the way to win is to use all your defensive skills. In fact, if you take out all three enemies they'll regenerate instantly, so you DON'T want to do that. Every party member has offensive and defensive skills which are equally useful, with their own advantages and disadvantages, but against straight melee enemies like this all the defensive skills work fine.

I also get the feeling you're not properly using your priest as a meatshield--that chi shield is a huge pile of HP and it regenerates for free, so your priest should be the first person to take hits in any fight. If you level up his HP he makes a pretty strong tank, and the skills trick and summon wraith can take it even further. You just have to pay attention since it's not as easy to replenish his HP as the others' if it drops dangerously low. Just don't bother giving him strong armor vs physical attacks, since it won't be applied while the shield lasts. After the priest's taken a hit or two you should start letting the other two guys take damage roughly equally so party heals won't be wasted; the knight can also heal himself so you can let him go lower if need be.

Going forward in the game, my advice is to keep an eye on what exactly your enemies have going for them. From chapter 3 onwards almost every enemy has a special gimmick which'll make life hell if you don't pay attention but can be overcome if you figure it out and compensate. For instance, in the next area there's an enemy who will run up, bite you, but rather than return home he'll continue biting you every few seconds until you hit him with an attack. If you attack blindly he'll carve huge chunks out of your HP bar, but if you hold an attack and unleash it only in response to his own you'll completely negate his advantage. Holding attacks doesn't actually slow you down at all unless you try to hold two at once and keep going; the energy bar regenerates at the same rate all the way up to 80 and it always takes exactly 40 to attack. Another enemy has extremely strong natural regeneration which doesn't cost him turns, enough that any attacks that hit him will be utterly wasted unless you focus all three party members on hurting him (or at least two of them using single-target attacks). If you do that, he's nothing special. It gets harder as it goes but there's always something to exploit if you use your head and make yourself aware of all the skills your party has

One more hint: leveling skills has extreme diminishing returns and a small effect to start with, so diversify. Every party member should probably have points in at least four skills besides health and their passive ability, because using the right level-0 skill is better than using the wrong level 15 skill and the game is designed to make sure everything can be the right skill at least a few times).
twood (2010-03-08)
Great! thanks for all these comments, I look forward to trying them out tonight.

I think I've generally been doing fine recognizing the gimicks so far (the invincibility mode and the one defensive timed battle), but I guess I've been misusing a number of my skills. I didn't know attacking cancelled brace, and didn't realize pausing wouldn't slow my attack progress.

I don't fully understand your point about the priest being a meatshield -- how does chi translate to health? Since heal only affects the other two I've been hesitant to let his health get low. I'll have to look through his skills to see if I'm missing something... it sounds like I need to reread all of them a bit more carefully...
Brickman (2010-03-09)
The priest has a lot of Chi. It regenerates automatically, and acts as a second health bar against physical attacks: Anything that deals piercing or concussive damage will damage his chi shield and will only affect his actual health underneath if the shield runs out (it'll cover the difference). Armor doesn't have an effect while the chi is absorbing your blows, but otherwise it's effectively health. Magic and ethereal damage go straight to his actual health bar, but with points in "Chosen" you can reduce the sting a little (you should still keep him away from them any time it's possible). As long as you're not fighting an opponent who can launch physical attacks against the whole party or random party members (of which I can only name a couple--the giant robot boss, the knight boss in chapters 4 and 5, the sludge in 7, and the midboss and riflemen in 9), taking damage to the chi is pretty safe. The chi can absorb several hits before putting the priest in anything resembling danger (more either other party member can take without needing turns devoted to healing) and slowly regenerates for free, so it frees you to focus on offense for a few rounds at the beginning of a fight and hopefully knock out one of your foes before you need to slow down and start healing. Moreover, if you use Trick you'll stretch out your priest's chi even further since it's a full-powered offensive move with a 25% reduction to damage taken from the next melee attack bundled in for free (I love Trick), and sprite summon can speed up the regeneration while giving a minor boost to offense (though I never used it).

You should glance at the guide for more info about your skills. A few more useful notes: Charge is lost if you use a non-attack skill, Staggering Blow and Flashbang will slightly hamper your enemy's offense (though I'm not a fan of either), Aurora gives the entire party a non-regenerating equivalent to chi which works against magic, can be stacked indefinitely and has a doubled effect on the priest (useful against bosses and late in the game), Lucky shot has reduced effect on large enemies, Wrath and Strike and Swordfaith get a bonus against undead, and Enpowder is nerfed slightly on Hack and the two area attacks (but enpowdered hack against a low-armor foe and enpowdered thunderstrike against virtually anything are still overpowered). Also, remember that Aim High, Damn and Swordfaith can be targeted against any enemy (they'll affect whoever has the arrow under them, and it'll move to whichever enemy you click on) and Thunderstrike and Lucky Shot hit all your opponents. Also also remember that black bullet is massively powerful but shouldn't be used again on the same opponent until the poison has run its course, but if you hold your attacks and time it well you can hit back-row foes when they run up to attack.

Also, do note that there will be equipment in this game which automatically applies weak heals to either the wearer or the rest of the party once every so many seconds. You should make a point of gobbling this equipment up. Remember: Priest>Sharphsooter>Knight for how much they need the healing.

Czech translation
Lu Mong

Lu Mong (2010-03-18)
Hi there. About five years ago I stumbled across TSE1 and I instantly fell in love with the game. I was very pleased when I found out(few hours ago) that the second TSE is already made.

My point is that I really like it and feel like contributing my bit to the work, so I could try to make a translation into Czech, which is my native language.

From what I tried, it supports unicode all right and if I am not mistaken, then nobody else is making a translation to this language.

So if it helps at least a bit, I am prepared to start(right after I finish playing the game, of course. Who would want to spoil the fun by seeing all the dialogs BEFORE meeting them in actual game) :lol:
Mark Pay (2010-04-04)
Hi Lu Mong! Sorry for the late reply.

I'm very happy but slightly surprised to hear that the game supports unicode. I remember looking into this last year for another language, and it didn't seem to work. Maybe the latest build of MMF has allowed this.

Either way, I'd be very happy to see a Czech translation of the game! Thank-you.
Phenomen (2010-04-05)
TSE2 perfectly supports unicode (I translate game to Russian). But there is still bug with untranslatable main characters names. Waiting for hotfix...
Lu Mong (2010-04-12)
Great! So, I finaly started the translation. Unicode is indeed supported and working alright.
Lu Mong (2010-05-04)
I finaly translated all items, skills and most of global entries and started the translation of quests and story texts.
I just encountered quite a problem. I am not sure how to solve inflextion of Char names, which is different for male and female chars in Czech.
Anyone tried to solve this before for another language?
GiB (2010-05-04)
"I am not sure how to solve inflextion of Char names, which is different for male and female chars in Czech.
Anyone tried to solve this before for another language?"

If you're talking about cases, why not replace CHAR1, CHAR2 and CHAR3 with the character in the case needed? And the male/female thing is not a problem either - just select values for the listboxes "02 - dependant 1" and "03 - dependant2" at the top of the window.
"Unicode is indeed supported and working alright."A bit stupid queston, but how to write in unicode instead of ascii? I'm using the standart windows cyrrilisator, but all the text in game appears in latin letters with all kinds of dots and lines above and below them.
Mark Pay (2010-05-06)
I could add another class-specific tag to parse-replace in patch 1.07. (similar to HIS1, CHAR1 etc )

I'm confused about the encoding issues too, and how the font encoding interacts with MMF2. ( Even if the system has the unicode version of Arial, will MMF2 use it, or default to ascii or one of the larger iso standards? ):

From the wiki entries for Arial:

"Version 2.76 or later includes Hebrew and Arabic glyphs, with most of Arabic added on non-italic fonts.

Version 5.00 added support for Latin-C and Latin D, IPA Extension, Greek Extended, Cyrillic Supplement, Coptic characters."


"The Unicode standard is in version 5.0 as of early 2007"

If v5.00 was released in 2007, is it possible that Arial under WinXP doesn't have full Cyrillic support by default?
GiB (2010-05-10)
"If v5.00 was released in 2007, is it possible that Arial under WinXP doesn't have full Cyrillic support by default?" Now, this explains a lot. I'll see what I can do about it. I'll also try to make a small program or something which is going to convert the translated text so far in unicode.

Final Boss
novelweapons

novelweapons (2010-03-20)
Hello everyone,

I work at a recording studio and have been chipping away at TSE2 for last last two months in my free time on my work computer. It is excellent! The combat is top-notch, really impressive stuff. The story and characters are equally compelling, despite the occasionally ham-fisted dialog.

And now, for my question:

I've arrived at the game's final boss and I'll be damned if I can even put a dent in the bastard before my party bites the dust. I found all of the other boss battles in this game very manageable on normal difficulty, it generally just took a couple of tries and some serious forethought. Not so with this bastard -- the never-ending wall of concussive damage, coupled with constant magic attacks on my mage (who can't heal himself and can't cast aurora because he's too busy healing the rest of my party) spell certain defeat within minutes. I have the standard assorted party: one fighter, ranger and mage. I'm nearly on my 25th attempt at defeating him and decided that enough is enough: how the hell do I kill this thing?

Thanks everyone.

And thanks Mark, for releasing my favorite side-scrolling rpg since the NES/SNES glory days.
DesertDweller (2010-03-20)
Ok, so I just went back and beat it on Normal without too much difficulty. Here's basically what I did.

At first, when the concussive and magical damage is raining down on you, put your swordsman (denever in my case) in front and use recover and brace. brace to prevent too much damage received from concussive and recover when necessary. Musketeer should be using powder imps constantly or Smokescreen (if you have Grace...um...then use Smokescreen, maybe use her as a meat shield because Denever will need more time to recover since there's no powder imps; she will be much useful in just a second so wait it out :) ) Priest obviously should be doing Aurora. You might stop to heal if absolutely necessary so that your musketeer and knight don't fall. (they shouldn't be falling at this stage)

Then when Batiste comes out and has those two shield things, set your musketeer to do lucky shot, priest to aurora, and knight to brace and recover in front, again, rotating your priest and musketeer occasionally in front to make sure your knight doesn't rack up a huge damage multiplier.

For me, the closer shield object always fell first. Just before that, I would use swordfaith to balance out the second time so they fall almost at the same time.

Then you basically have two rounds to blast away.

First: Bless knight, Black Bullet, and Charge
Second: Damn (or Wrath/Heal/Aurora if you have Pyan-Pau, tough though), Enpowder knight, and Swordfaith/slay (I think swordfaith works better but I don't remember the armor stats)

You should have a tad bit of extra time to begin Aurora/Heal, overdrive Lucky Shot or do some Powder Imps if you want, Brace and Recover. If you find yourself left with only one shield at full health and the other down, it's usually better to heal and wait it out so you can start on them both at the same time again.

In this stage, if your knight is full health and bored, you can throw in a thunderstrike to speed up the process. Just make sure that NOBODY FALLS and you should be good, however slow you have to go.

After that, you basically do the same thing but without magic attacks being done on you, so no Aurora, more Healing, and...yeah.

The last section where it's just Batiste, I think it's almost funny how I survived. I was really close, just one attack short of losing Scrappy or whatever his name is with Isabelle, thereby losing the battle.

But I had Charlotte, and Charlotte had Smokescreen.

Smokescreen. Smokescreen. Smokescreen. With a dodge ring or two, Charlotte's chance of dodging is about 2/3. Smokescreen is a second shot, so another 2/3. For Batiste to win both times is 1/3 * 1/3 is 1/9 times, so Charlotte was hardly touched. Make sure she has healing or something.

Basically I had Scrappy defeat Batiste while the rest of us tried to survive. It also didn't hurt to have a random meteor strike down every once in a while. :) (how it got inside there I don't know...)

With a little bit of micromanagement and these tips I hope it isn't too hard. The ending is really nice, especially with Mericious and Denever, both of whom read the Bible. Their interaction was well written.
novelweapons (2010-03-23)
Thank you thank you thank you! Your very detailed instructions allowed me to finally destroy him and finish the game. I reached the ending with Enshadu, Ferwin and Ionae at level 92. What a party to choose! The constant bickering was a never-ending source of entertainment :)
DesertDweller (2010-03-23)
Haha no problem. I'm actually doing a Hard run right now with the exact same party you have. Basically Anyone + Ionae = lots of bickering. :)
monsoonasiian (2010-04-02)
The last boss imo is the easiest, powder imp for the win my rifler did nothing but powder imps :D :lol: the meteor and isabella's tank really helps to remove those "shield things".

Skipped Battle for West Ascension
DesertDweller

DesertDweller (2010-03-31)
I'm not sure if you're still updating TSE2, but I ran into a really odd bug today. I'm on Hard-Locked and was having great difficulty on the Battle for West Ascension or whatever. I'd tried multiple times and kept failing.

But then the oddest thing happened.

I was running to the left when I pressed the volume control on my laptop. I don't know if most laptops are like mine, but changing the volume temporarily freezes programs in a funny sort of way. Anyway I happened to do this right before I would normally trigger the first battle in the timed series.

Somehow changing the volume managed to skip me past that trigger area. This basically led to me walking nonchalantly through the WHOLE Battle for West Ascension with no fight at all. I just ran right past all the enemies.

Meant I finished my Hard Locked run faster than I thought I would but it was pretty neat getting to skip over that part. :D
ADmiral-tse (2010-03-31)
Every developer loves these sorts of bugs! Good luck Mark! :lol:
monsoonasiian (2010-04-02)
lol nice bug better try it out :D
Mark Pay (2010-04-04)
Hmmm. Do you still get the XP? ;)

How do I get past the second boss?
Cereal Toucher

Cereal Toucher (2010-03-31)
I'm using Ionae, Ferwin, and Enshadu, and I can't seem to beat the second boss. It's hard to find out what hurts it the most, I can't seem to keep my party members alive, and it's real though when the boss goes into this invincible state to heal.

What combination and strategies do I need to use? I'm just not quite use to this gameplay style.
DesertDweller (2010-03-31)
Remind me which boss is the second again. I think the second's the one with the mechanical robot in the middle of the grassy-ish chapter right?

As soon as I can figure out how to get my Absurd mode unlocked I'll get to that place and tell you how I beat it; I forget my strategies...

Were I to guess, I would assume it's decently armored, so I would say charge a swordfaith or something. I would probably set Ionae to smokescreen, if doesn't have then powder imps, and occasionally empowdering Ferwin when need be.

Enshadu would definitely be healing people, occasionally damning/blessing Ferwin to help the damage.

When the machinery stops to regenerate, definitely prepare another charged swordfaith for Ferwin and empowder him. Also make sure to heal as you may need to be.

Do you think the main problem is dealing it damage or staying alive?

[I don't remember who has what abilities by Ch.2 so some of these abilities may not even be unlocked at this point...I'll check it on my Absurd run]
Cereal Toucher (2010-03-31)
Staying alive. We damage it pretty well, with my current party chain, but then he starts to kill one member then another member, then we don't fight as well anymore, and then we can't damage him as much. He starts to gain more HP than lose.

yes, it's the one with the robot.
DesertDweller (2010-04-01)
Okay so here's what I did.

I had Mericious, Pyan-Pau, and Grace (note two priests). My method was basically to have Grace use almost entirely Smokescreen, occasionally Aimed shot but it's not really worth it.

Pyan-Pau healed because his only attack at this point is Strike which is concussive. He healed and blessed occasionally.

Mericious did nothing but Wrath basically. The boss has 0 magic armor, so it worked quite effectively.

What I found very handy was to use Smokescreen right before the regeneration countdown hit 0. That way the smokescreen would have effect when the boss sends a thunderstrike thingy and potentially even one attack into the game. That really helped make sure my characters didn't die so much.

I basically had Grace abuse her lucky lady and smokescreen abilities in the front. It was quite effective!

Since you have one priest and one knight, I would suggest using Swordfaith if you have it? Otherwise as much as possible I would use Enshadu's Wrath (again, if you have it)

If no swordfaith and you have to use Wrath, then alternate Ferwin and Ionae in the front smokescreening, brace, and recovering. (whichever abilities you have...)

If this doesn't help could you please list what abilities your characters have at this point in the game?
Cereal Toucher (2010-04-01)
Wow. Maybe I SHOULD have used some other characters. I don't have swordfaith yet, but I can possibly go back and do a little grind, if possible.
Cereal Toucher (2010-04-01)
Nvm! I beat it. :) But now I'm having a hard time making across the snow plains after the blimp crashes.

How do I beat The Crone?
Cereal Toucher

Cereal Toucher (2010-04-01)
I'm still using the same party. Ionae, Ferwin, and Enshadu. I'm now at the part where I can enter the layer and battle The Crone, but I don't know how to beat it. He/she/it sure is a wicked and difficult enemy, even on easy difficulty, but then again, I'm not use to this type of combat mechanics.

What's the best strategies?
monsoonasiian (2010-04-02)
Can u tell me who the crone is jumping on ? i made sure the crone jumped on lonae by giving enshandu more hp and chi, she attacks the least threatening character so by buff ur priest the rifler looks the least threatening. The reason u make sure she/it jumps on ur rifler is the chane to doodge and if she/it is jumping on ur priest hes going to go down quick and u wont have a source of heals. The idea is to charge ur attacks and keep the speed at slow or medium to reduce the number of errors. Rifler at the back, priest in middle, knight at the front. The knight stays at the front to take any magic damage. I used slay for knight, aim for rifler, and priest heals, damn just to kill quicker. so the idea is when she leaps pause every1, change priest from heals to damn, when the crone returns unlease hell then pause rifler and knight and keep healing with priest, repeat and use damn if u really need it.
Cereal Toucher (2010-04-02)
Oh, I beat it already. I made Ionae use poison, Ferwin use charge and slay, and made Enshadu heal. It wasn't easy. I had to keep timing it just right to make sure Ionae and Ferwin's attacks would land as many times as possible.

And here I thought I needed all these different skills and chains. However, now I don't know how to get passed Wier 21. The monsters there are tough.
DesertDweller (2010-04-02)
Use magic attacks such as Wrath and Lucky shot. Destroy the monsters that support the others (G-something or others) first if possible.

Check which are weak against what and plan accordingly.

Finished the Game - Gratitude and Impressions
Heresiarch Without A Hope

Heresiarch Without A Hope (2010-04-02)
I destroyed precious time on a soon to be due school essay and presentation from Monday to Thursday early morning this week playing this game. I will inevitably regret not possessing the self-control to wait after the school semester was over before starting, but nevertheless Spirit Engine 2 is a great game.

Gameplay
The combat system is one of the best I've ever seen in forcing me to think about how to take on a specific battle, instead of repeating the same actions over and over again. I didn't make use of creating party chains, but I used the pause button a lot to synchronize attacks. If I get the chance to replay the game again however, there are certain spells I need to better learn. I was too worried about using up refund points when I would need them most, so I didn't specialize my skills for a new environment, except for the last battle. That left me with a lot time spent waiting for enemy HP to whittle away because cutting through armor seemed too daunting.

Probably the most amusing ham-fisted victory battle I had was against the imaginations (reminded me of the Castlevania: SOTN battle where you fight the three incarnations of former protagonists). I believe my characters were level 71 at the time, and I needed my priest to heal my party to get them to win their fights, while still finding time to dish damage for his own. My solution: Heal until priest's buddies have their imaginations under control. After they were done though, the priest was too weak to even move an inch for his melee attacks before getting KOed, so I switched to Wrath only, it was just a matter of time and suffering a lot of concussions before the priest could finally wrath off his fight.

Setting and Story
The Medea universe is really well put together - I like how the seemingly separate high fantasy and sci-fi worlds are woven - it was definitely a new experience seeing creatures looking like it belonged in Metroid floating around in 19th Century Europe. The change of the environment in Chapter 5 into what looked like a Nuclear Winter was great. I really enjoyed the in-game humour and pop references as well (Nightmare at 20,000 Feet, Patriot Act, Emo-Cultists)

The characters have great depth and dialogue as well I used the game default of PyanPau, Ionae, Denever.

I was REALLY hoping that Ionae's history and her former fellow denizens had a more substantial decisive role in Rakari-Human history. If nothing else, I was expecting a playable bass bottle against one of her former acquaintances who was unhappy at how she disposed of the initial messenger (her 'crazed' face portrait was awesome).

As cheerful as the artwork is, the game has quite a strong sense of pathos, which in some ways made me think of the game Iji (I realize these games have very little in common, but it comes to mind for me for both being ridiculously awesome freeware). The theme of loss is well presented.

Ending
I didn't expect to make this a subsection on its own, but I have a couple of cents to add.

The ending was good, but I was expecting something a bit more visual (like the cutscene of the Aulder history, and the confrontation with the Rakari), as opposed to Jaques explicating a sort of epilogue.

Isabelle's role seemed a bit underwhelming. I kind of expected a sort of messianic path for her, what with a whole bunch people sharing a bit of her DNA make-up being slaughtered. [Not a criticism, except maybe against humanity's paranoia, but the Keepers plan for keeping the balance rather ticks me off. Maybe there are fewer descendants to Dr. Miles that I imagine, but I would think concentrating your energy on assassinating the one megalomaniac who knows about and wants to exploit the World Eye would be better than doing a genocidal sweep across the four corners of Medea]. For all the drama, it came down to her being to key to turn on power, which she has no agency over, after which she could be easily ignored.

I understand that the ending was made to leave questions and possibilities open for an uncertain future, but I wished there was Rakari present that could elaborate their side of the story as well. Along with the Tasen in Iji, there's something about full species extinction without closure that sits unsettingly with me. But that's life.

Final Words
Fantastic game. So much so that I want to ask this: Is there any special features included from the package version of TSE2 from BMT-Micro (cover-art, extras)? I will gladly pay, but if everything's the same except for just the CD and title screen that doesn't say freeware on the corner, I'll use PayPal instead.

I enjoyed the journey.
Mark Pay (2010-04-04)
Thanks Heresiarch Without A Hope! I'm thrilled to hear that you enjoyed the game!
Fantasy RPG story mechanics are strange things, and the elegant, logical construction of plot is a difficult skill, one which I'm still learning. The tone of the ending was quite difficult to balance. I was relieved that Josh wrote such an especially great score for the last few scenes. I think that helped.

The CD version of the BMT-Micro version has generic packaging, I'm afraid. Josh's full soundtrack does include covers and disc art. The purchasable versions are essentially the same version of the game.

Thanks again, and good luck with your essay and presentation! :D
abhifx (2010-04-24)
i have been playing lots of games and most of them were RPGs. TSE 2 in my honest opinion was best game i have ever played no matter what genre of games i have played. here are the reasons why..

1. story - the only reason i play games is for story. no matter what the graphic qualities are, the story is the essential part. TSE 2 story sets in one of my favorite genre - fantasy. the story is super deep, with build up in the begging, enough backgrounding at the middle, twist and betrayals, a depth in society functions, peoples psychical and behavior, a deep history of the civilization. man this story is grand, grander then all the best sellers books i have read. 5 starts to story (out of 5 of course)

2. character differentiation - playing with three character was one, each having different thought and abilities. plus a choice in the beginning also starts the internal thoughts.. what if i select different character? yay to choice

3. character development - each character grow as the game progresses, and each have their own strengh and weakness. they develop physical as in all games (DBZ example - its over 9000!!!) but the fun is that the character develop at mentle level. that is what glues the player with the characters. i simply love them

4. character background - the most important and part and the most ignored part in most cases. each character have their own background which shapes them and is revealed as the game progresses. i have made lots of small movies and hence i look forward to this as lots of movies and games misses this important thing.

5. art - i was amazed to see the tools used to create the art. i say its super difficult to use the software. i am "make everything in 3d" man. doing this for more than 5 years. but mark has done wonders. characters are detailed, with well made expressions, NPC's are also in much details. there are small small details in the background, their movements. levels don't repeat, a thing even big game Co. do. but Mark has done absolute hard work and given the variety.

6. animation - woohoo, my favorite part since i have done it and find it tremendously difficult to get it right. TSE 2 has animation in a fluid manner, very appropriate for the game style. idle animation when characters are left idle, when characters win, each have different walk cycle... yeah you get the point

7. music - music could make or break the game. thankfully spirit engine has music which i have now recorded to listen to it while i am on the move. music has enough variety and fits the mood

8. gameplay - i have lost count for how long i have played games, this one is the BEST game with a unique gameplay. i was sick of JRPG ( i am looking at you final fantasy and clones) sick of FPS ( look its moving, kill it!!) sick of adventure game ( where is the walkthrough to solve this now) but this game gave me the fun and enjoyment i was longing for. never seen before fighting system, no purchasing of health, potions and what not, strategy is the most important thing. i had to use all my brain cells ( and look for help at the forum) but it was absolute blast. it sometime got annoying (even on easy level) but the game kept on calling me and i played it till the end. 5 star again

9. one man army - i could not believe it that mark has done this single handily. so i waited for the end credits, and yeah... mark has done it. what king talent is that? only a genius... a good story, a good art, good animation, plus programing. i could have never done this. it requires real skills and patience to do all that stuff

conclusion - i enjoyed it and will play over and over again, plus i am referring this to as many people as i can. a;although i am ashamed to say that i got to know about this game after it was released as freeware ( i was searching for a free game). otherwise i would have bought by any means ( beg, steal, robbery bwahahah)a game fit to challenge and dethrone those big games

sadly mark will not be working on TSE 3, i really cant digest it. i see a powerful talent being wasted. definatly would have bought the TSE 3 no matter what would have been the cost

hey mark if you are reading this, there are lots of people who are ready to help you at TSE 3. i am ready too. i don't want money, i don't want credit, only the joy and satisfaction of playing TSE 3. but yes, its tour decision in the end and we must respect it.

deep respect for Mark pay. i sincerely thank you for releasing this game
Mark Pay (2010-04-27)
Thanks for your kind words abhifx! I am very grateful. I haven't given up on TSE-3, and I hope work on it eventually.
monsoonasiian (2010-04-28)
yay :!:
abhifx (2010-05-04)
well if mark is ready to work on TSE 3 then its one of the best news i have heard :o :D

i have read the forum and it seems like me, lots of people like the characters from TSE 2. a small sequel would be awesome considering all the assets are ready.:twisted:

we are all rooting for you and ready to help

P.S. looks like there are huge grammatical errors in my last post. oh it was 2 am... i was sleepy and excited

Mericious, Pyan-Pau, Grace on Absurd - Thoughts
DesertDweller

DesertDweller (2010-04-08)
So after a couple of weeks of every moment being consumed by this (I think I might finally take a break from this game now :D ) game, I have finally beaten Absurd mode with two priests + a sharpshooter.

What changed? Lets see.

I had to rely a lot more than normal on Smokescreen, and Aurora and Health were rarely an issue since I could get both easily. When against enemies that dealt magic damage and time didn't matter, I could do a smokescreen + 2 Aurora combo that would give me basically immunity after several turns. Then I could focus on defeating each enemy swiftly after a turn or two of health.

I gave Grace the only two items (Robes of State and some random belt) that supported smokescreen. At the end of the game I had 82% smokescreen! (although i think it was capped at 80% :( )

I also found that nearly all the bosses were extremely easy. Mericious was my primary offensive weapon with a quick damn and enpowdered double-blessed strike, (both mer and grace) he could deal out tons of damage at the end of the game. In the few cases where the enemy was armored against concussive, I could have Grace use a black bullet, do double wraths, and occasionally lucky shot.

Ick Thelloth was a joke, with plenty of Aurora to go around at the beginning. The end battle was quite easy too. The Crone (second time) was likewise a cinch. (all these are because of strong Aurora and Heal) However, typically relatively easy bosses (for me at least) were quite difficult. The Crone when indoors was hard because Aurora offered little help. Healing was great until it attacked on of my priests at which case I only had one healer basically because the other two didn't need any. The Count was really hard because I had no knight to lower health and brace. Each time plenty of health was taken and there's no dodging it. Aurora's pretty much useless too. That was a difficult battle. Also the spider "boss" in ch. 7 was much harder than normal because I didn't have thunderstrike to keep the damage even, nor powder imps to stop the poison. Tons of sprite summoning, healing, smokescreen, and lucky shot. :)

What's really weird was that the most difficult section was Ch. 5, when you're getting out of Porto Vale. For some reason I had the hardest time getting any of those guys down in that section. I think this is because I had no knight that could thunderstrike, and I was missing swordfaith to get the backrow enemies. That was a pain.

Also the Battle for the Western Front was way more difficult than the rest of the game (next to Ch. 5 maybe) It was just so difficult to deal damage quickly, even with my enpowdered blessed strikes, the only easy enemy really were the knight guys. The mage enemies in that section were impossible because their attacks would run right through my priests chi shields. After trading all my points and giving Mer 22 health, 22 strike, 22 damn, and 14 wrath, Pyan-Pau 22 health, 4 strike, 10 wrath, 12 healing and 22 blessing, and Grace 22 health, 22 enpowder, and 22 black bullet, I finally got through with not even one attack to spare (I finished the last battle with 1 time point to spare)

Normally chapters 6 and 7 are extremely difficult for me. With the exception of the spiders and the count I rarely died. I got through all of ch. 6, hardly dying at all. Beat frostmaw rink on the first try. :) This was because if an Iceeni or white magic damage only snake thingy were in front i could destroy them in one or two turns. Even the chill splinters weren't very hard because of my awesome smokescreen. (I think that's my most used move this section :D )

At the end I got two songs playing at the same time for the final battle. I think the song "The Day Chaos Died" didn't stop when it should have. (I skipped the whole dialogue so that might have been why)

So...don't worry my rant's almost over.

Having beaten this game 5 times over, I now have a fairly good feel for the battle system and how it works. However, I have a list of the moves I've just never gotten around to using. I think the main reason I don't use any of them is because you can't really see their effects visually very well.

Fortify: I dunno, it's weird but I've used this move like 10 times total after beating the game 5 times...I think it's just that I can't really see how it helps much. (plus if I'm smokescreening that mitigates the effects of fortify)

Brace: I really rarely used this move, only on the Count, the final battle, and a couple other random cases.

Explosive Shell: Especially near the end of the game; it's just not useful because most of the enemies have so much armor. This would really only be useful when enpowdered (or blessed/damned perhaps?), so maybe it's more useful with two musketeers

Flashbang: I hardly used this, primarily because I can't see it's effects on the enemies energy (I know it has one but if I could see their energy I could more conclusively decide if it's useful or not) Sad to say but I basically passed this one up.

Staggering Blow: It seems useful, but I dunno, I never found much of a use for it. I basically only did it with Pyan-Pau on one-two enemy battles, where I had nothing better to do with him (i.e. I'm at full health and chi) Those occasions were far and few between.


Moves I completely disregarded in my first two run-throughs of the game on easy but now am completely addicted to using:

Aurora: I had no idea how useful this was before, especially wasn't aware that the Aurora magic protection lasted till the end of the battle. That made life so much easier.

Bless: I didn't think this was real helpful but when I overloaded Pyan-Pau with bless-buffing items he had a bless of 58 levels O_O. When overdriven levels would increase even more. :)

Overdrive: okay so this isn't a move, but I was not aware of how crucial this is in the game. If you can't defeat a heavily armored enemy, overdrive and he's screwed.

Smokescreen: At first I thought, "Why would I give both enemy and me a dodge ability?" However once I tried it out it was SOOO useful. When your smokescreen has an 80% dodge and the enemy only 35%, you're golden.

Plus Grace had a 60% dodge rate, so for her to get hit would take a 2/5 * 1/5 = 2/15 chance of success. That's sweet.
Sprite Summon: I really had no idea this was so useful until my last play-through. Especially when a priest needs his hp and chi up quickly to take another attack, sprite summon was so useful.

So, as I've now beaten Absurd Unlocked, I will either move on to another game (which I probably should; I've been playing nothing but this for the past two months), or I could do a speed run on easy and aim for 2 hours! :P

[random incongruency: in Great Hall Longreach when Jacques comes to get Isabelle then the enemy party comes to blow him away, when my party came, Ionae says that with one Explosive Shell attack she'll take the walls down; she doesn't have that move ;) ]

Last Heroes 2 Released!!!
Delmaschio

Delmaschio (2010-04-18)
http://img689.imageshack.us/img689/9392/titlejq.jpg

Amelia and Roland are headed to Odaro continent, where Amelia thinks she will find her parents and discover the truth about her past... However, reaching Odaro they realize that it won't be an easy task. They join forces with Lutania Army, a group of soldiers that are fighting against Illion.

Join 4 brave warriors in a quest to save the continent!

Download Trial!
Buy Now! $11.99

http://img118.imageshack.us/img118/5407/beachb.png

http://img52.imageshack.us/img52/7720/seacave.png

Download Trial!
Buy Now! $11.99

TODO list for patch 1.07
Mark Pay

Mark Pay (2010-04-27)
I'm taking some holiday next month, and will have time to work on another small patch.

Please list any required bug-fixes here, especially translation related ones.

- Charcter names need to be read from the additional text file, not hard coded.
Spolygmar (2010-05-15)
If you don't mind, Mark, I would like to remind you of some translation issues I have already told you before (hope you haven't finished 1.07 yet!):

-CHAPTER 4: "Decline/Accept" (before fighting against Urtat Underval or playing games in Porto Vale, if I remember correctly);
-CH.5: "Retreat/Fight" (just before fighting against the Cloud Child);
-CH.6: "No thanks/Alright" (when refusing or accepting Leonard Petrarch's reward);
-CH.7: "Sludge Barrier" + "Barrier Health" when fighting against Animated Sludges;
-Options Menu: in the Italian version, the title appears as "Opzio..." rather than "Opzioni".

I also wrote something about "Reinforcements", "Send in the Cavalry" and "Hold the Line" long ago: they surely belong to Chapter 9, but I haven't checked if these have been fixed yet (I'm still working on Chapter 8, but I'm going to finish translating it in a couple of days).

Another thing I noticed (but I don't know if you have already fixed it): if you skip all of the dialogues with the Admiral and his secretary, and then run on your right, you may notice the secretary walking backwards.

OK, that's all for the moment. Keep up the good work!
Phenomen (2010-06-17)
So.. Mark, any news on 1.07? Cant wait to start translating :]
Mark Pay (2010-06-28)
Sorry guys, I haven't forgottten about 1.07. But I wanted to wait and see if any more suggestions came through, to make this the final, final patch. :) I'll be working on it this month.
Spolygmar (2010-09-01)
Hope I'm not too late for this...
As I wrote in one of the latest e-mails I sent to Mark last month, there is another translation issue regarding names and text strings in Chapter 9.
There are three kinds of "riflemen" throughout the whole Chapter 9: first of all, the two guards fighting along with Shana in the hall of the fortress of Longreach; secondly, the enemies you encounter in West Ascension (the red-dressed ones); and finally, the reinforcements you can call at your side.
However, there is one string missing, the one for the reinforcements, so that their names still remain untranslatable.

I hope there are no more bugs or issues to be fixed... That would mean this game has attained perfection!
Mark Pay (2010-09-01)
Thanks Alessandro!

You're definately not late! I'm 3 months behind schedule with 1.07. :?
It was great to hear about your progress with the Italian translation! ( Just waiting for 1.07 now? ) I'll update the translation download at the weekend.
Mark Pay (2010-09-25)
Release candiate executable here:

http://www.thespiritengine.com/Files/TSE2Patches/TheSpiritEngine2-107.exe

Changes:
---------
Addtext line 494 = Sludge Barrier
Addtext line 495 = Barrier health
West Ascenion riflemen now use line 435
Character names now read lines 482 onwards upon party creation
Widened 'Options' menu title slightly.

*Note - the Accept/Decline conversation options did not need any changes. They are still configurable via the original editor - see 26 Btext1 and 27 Btext2 ( bottom right corner of conversation editor screen )

Please let me know if there's anything missing. I'm sorry that this has taken so long.
Phenomen (2011-03-31)
Hello, Mark. Thank you for continuing your awesome work and releasing patch 1.07!
Unfortunately, non-latin encoding (cyrillic in my case) become broken :[
There was no such problem in 1.06.
Mark Pay (2011-05-09)
Hi Phenomen. I'm sorry for the late reply. I've looked into this issue. I didn't change any of the text objects in version 1.07. In fact, doing so is a big problem, as there are thousands of them that need to be changed manually in the game. :(

Recently, Clickteam released a 'Unicode' (UTF-16) version of MMF. However there are two problems with this: First it's £39, which I think is too high a price for hobby usage and second, it's a standalone replacement for MMF2, which means that the Hardware Accelerated (DirectX) version of MMF2 is not compatible. I don't want to go down that route because I've been thinking about using the HWA build to make some of the graphical improvements that I wanted to have in the game at launch.

I suspect that in order to accommodate the Unicode plugin, Clickteam changed something in the text handling in MMF2 in the recent patches. I don't think they intended to break non-latin encoding ( the game uses the Arial font for just about everything ) but I presume that has been the effect. Text encoding is not a subject which I'm very knowledgeable on.

My install disks aren't in my flat at the moment, so I can't test this by downgrading my MMF2 version. I'd advise you to stick with v1.06 for the time-being, if that still works. I'm sorry about this. :(

New version due in May
Mark Pay

Mark Pay (2010-04-27)
Hi folks.

Just wanted to let you know that I'm still working on Brass & Steel, though progress is limited by a shortage of free time.

There will be a new version out in May containing new units, walls, buildings and a whole host of other tweaks and new features.

http://www.thespiritengine.com/Images/miniWW2/bspreviewcap.png
Geos (2010-04-29)
That looks cool already, love your new buildings - good luck with your progress!
Algeroth (2010-05-05)
Only two words: Absolutely awesome.
kegley (2010-05-08)
+1

Looks great!
GiB (2010-05-10)
" Absolutely awesome."Agreed. I can't wait for this game to be released.

Alpha Version 1.02 released
Mark Pay

Mark Pay (2010-05-08)
I just realised that it's been 3 and a half months since the release of 1.01. Ouch! :( It seems that time flies regardless of whether you're having any fun or not.

So, not wanting to wait any longer, version 1.02 is now available to play!

[url]http://www.thespiritengine.com/Brass&Steel/Files/Brass&SteelAlpha.zip

I'm very happy with the progress in this version - I just wish it was coming faster. I might follow if up with a 1.02b version soon, to tweak some remaing bugs and gameplay niggles. The new attack /defend quick play modes are not very heavily tested. I especially want to find ways to liven up the end-game, which drags a bit, with crippled units slowly limping around the map, taking feeble pots-hots at each other.

As always, any feedback is welcome!

Changelist for 1.02:
---------------------
- New terrain: walls, hedges and buildings
- New units
- Many bug fixes, tweaks, AI improvements, balance changes
kegley (2010-05-10)
There is no executable in the zip file, or am I missing something?
Mark Pay (2010-05-11)
Sorry about this. Thanks to yourself and Nadav for pointing out the missing .exe :oops:
The full version is now uploaded.
Jamiri (2010-05-18)
Mark, your new game is impressive, especially considering that is still in alpha.

It is very reminiscent of a very old game called KAMPFGRUPPE.

http://www.strategiespiele.de/gal/galka1.JPG

All the same mechanics are there, but your game has much nicer graphics and some really cool additions (I especially like the air strike!).

Some comments:
- the game runs very quickly and sometimes you cannot follow where the enemy units moved or which units have been moved
- you cannot access mouse over tool tips for enemy units if one of your units is selected
- units are moving too slowly, specifically moving your infantry across a map is very tedious and time-consuming.

Keep up the good work, add Internet or PBEM multiplayer, a campaign (with carry-over of your experienced units like in Panzer General) and make more units available.

Then I will buy this one!

Jam
Mark Pay (2010-06-13)
Thanks Jamiri. I'm sorry I'm almost a month late on replying to you. :(

Thanks for the pointers to KAMPFGRUPPE - proper old-school! I'm aware that I'm treading on well-worn ground with a turn-based WW2 game, but I'm having fun with it. I don't intend to sell the game ( never say never, in case I find myself out of a job any time in the next couple of years! )

The slow unit movement - what bothers you most? Is it the physical movement on-screen, or the need to issue so many orders each turn. I've been entertaining the idea of optional AI-control for a player's own units ( ie move-to )

I definately want to do a campaign system, but it's quite a way in the future still. I programmed in unit exp a couple of weeks ago.

Thanks again,

Mark
Jamiri (2010-06-27)
I have no problems with "treading well-worn ground", just noted that it is very reminiscient. Kampfgruppe was an excellent game and it is long overdue to have a proper new game in this genre.

Regarding the slow movement: it's the few squares you can move each turn (some units only 1 per turn, which is annoying).
Mark Pay (2010-07-03)
Thanks Jamiri. I agree and I'll tweak the movement speeds/penalties for some units. Some of them will have to remain slow though. It's difficult to represent the full range of speeds on a grid-based system!
Jamiri (2010-07-03)
Mark, I think the slowest should be 2 or 3 squares per turn.

You could also immobilize some of the guns altogether to make the transport units more important.

Last Heroes 3 Released!!!
Delmaschio

Delmaschio (2010-05-21)
http://img441.imageshack.us/img441/51/titlelg.png

Amelia and Roland are headed to Memato continent, where they think Baroda Prison is located, the place where her mother is being held captive. Will they manage to free her? You must help them in this very dangerous and amusing journey!

Join these 4 brave warriors in an exciting adventure!

Download Trial!
Buy Now! $11.99

http://img228.imageshack.us/img228/6088/screen2bs.png

http://img266.imageshack.us/img266/7039/screengb.png

Download Trial!
Buy Now! $11.99

Any know any good SSRPG like TSE-2?
vemb15

vemb15 (2010-05-29)
Description:

*An SSRPG with good graphical design, like TSE-2, MS or something.
*Something offline, because playing online games is starting to get old.
*Has a nice plot
*Good level cap

Thanks in advance! :D
monsoonasiian (2010-05-30)
TSE ? haha soz i can't really think of any. But u can try machinarium another awesome game with beautiful art style it is really puzzling. I played it 3 times ova so fun. Only problem i found was a bit short :(

http://machinarium.net/demo/
vemb15 (2010-06-01)
Thanks for the reply, but it's not the kind of game I was looking for. I was thinking something like Maple Story, but not online. Something Summon Night or Alterier Iris, but on PC. Thanks for the reply though! :)
DBAce9Aura (2011-03-05)
Last Scenario might be what you're looking for.
Reinez0001 (2011-08-04)
In the interests of prosperity..

Could give Avadon: The Black Fortress a try.

::dodges tumbleweed::

3 knights vs. The Crone
SadeDude

SadeDude (2010-05-31)
I've reached the second battle against The Crone with my party of 3 knights, difficulty locked as absurd.

After having beaten the game couple of times using regular mage-knight-musketeer parties, I decided to try something different.

Until now the game has been pretty manageable, even more so than I initially thought. This battle, however, changed it all.

I really wouldn't want to give up, but I've completely run out of options. Defensive approach seems pretty useless, since my PCs receive far more damage than Brace or Recover could ever deflect; going all out offensive manages to reduce The Crone's health only to about half before my party gets crushed.

Any help is greatly appreciated.
SadeDude (2010-06-02)
Woah... Finally managed to beat the battle. I have to admit that it was hard, absurdly so.

But that just means that the victory tastes even better. :P
Brickman (2010-06-04)
Did you try Fortify? The entire point of having different defensive skills is that some are more effective in certain situations than others, and the Crone represents the pinnacle of situations were Fortify should be effective and where Brace should be worthless. Also, you should be using hack for the shield, but that seems too obvious to mention.

That and patience. As long as you can keep one knight alive you don't lose and the others can recover.
SadeDude (2010-06-04)
Fortify? Hmm. I haven't used that skill nearly at all, because ~50 damage reduction seems pretty weak when enemies are hitting for more than 500.

Is the increased armor effect cumulative? Or is it a complete waste of energy to cast Fortify with many PCs at the same time?

By the way, what strategy/skills should I use to beat the Crypt? I can barely reach the part where you acquire the sword.
ROD (2010-06-04)
"
Is the increased armor effect cumulative? "


afair it isn´t, it gets overwritten.
But sometimes you get surprised by the helpfulness of certain skills...maybe it is the time of duration.

As for the crypt and absurd knights, I remember that was a pain (having the Kaltos sword cut scene all over again and again....). I guess it was Thunderstrike, Brace, lots of item experimenting and luck (hoping for not too many Deep Mass things at one time)

Good Luck anyway!

edit: Watch out: the Vampyre Ring from the count was rather helpful, but only with melee attacks (I didn´t notice for some time)
SadeDude (2010-06-06)
After about 50 tries to get through the Crypt with 0 Thunderstrike, I decided to max the skill and blasted my way out of that pit.

I have been doing pretty well since that; the difficulty hasn't got too ridiculous.

However, I've run into another problem. A problem called Ick Thelloth. Previously I've just spammed Smokescreen to make the battle a cakewalk, but there's no chance to do that now.

I find that quince-hitting magic attack especially problematic. It does over 2000 total damage that can only be decreased by a fraction using Brace or Fortify. What should I do?
ROD (2010-06-06)
"
However, I've run into another problem. A problem called Ick Thelloth. Previously I've just spammed Smokescreen to make the battle a cakewalk, but there's no chance to do that now.

I find that quince-hitting magic attack especially problematic. It does over 2000 total damage that can only be decreased by a fraction using Brace or Fortify. What should I do?"


You have to deal damage in a slow way keeping low the backfire, so maybe one alternating "damage dealer" and two performing brace and recover? It might be essential to head back to the fish princess for the items against ethereal damage (in case you missed to buy those)

I didn´t play for a while but I´m getting caught again...
SadeDude (2010-06-06)
Finished the game. :D Thanks for all the help I've got.

http://img718.imageshack.us/img718/7066/absurdparty.jpg

Some (quite trivial) questions came to my mind:

1) What purpose does the "laugh attack" of Ick Thelloth have? Is it merely a taunt or something?

2) Why everyone says that the Black/Blackest Death swords can only be used by Kaltos? Each member of my party seemed to be able to use them with no problems.

3) Is it possible to completely beat the "Test of Strength" thingy with 3 absurd knights in the Promenade? Not that the extra ~200 credits would really matter.

4) Are the fancy Item Effects like Tangleweb or Imp Summon worth using? Are there really any items with Poison or Damn All?
Tiavals (2010-06-09)
2) As far as I know, Blackest Death increases in power when Kaltos kills enemies with it. Meaning that you can use the sword with anyone, but you should use it with Kaltos for it's full potential. Might be wrong though.

4) Tangleweb is superb in my opinion at least, but then, I haven't played with Absurd too much.
ROD (2010-06-09)
Congrat!8)

2) maybe that´s a minor bug, I think it´s not supposed to work with any other knight. I noticed something similar with Denevers Ring - I could use it on other members but not in every world afair

3) In Absurd mode afair I did succeed there only with three Priests (overridden Bless to overidden Bless to overidden Strike or something...), so it might be impossible, I´m also curious

4) I´ve found Imp summon pretty useful - especially on absurd mode and with multiple melee enemies, one completely blocked assault once in a while seems to make a lot of difference sometimes (more than a healing item eg), I never trusted the Tanglewood thing, but that´s because of TSE1. If you´r eplaying with Mericious you´re bound to find some Poison All Item along the way

Aww... Still a bug or 2.
DemiImp

DemiImp (2010-06-08)
I've downloaded this game like a month ago and have finally gotten to it! I was quite excited to hear about a new release :)

But, gah! I still cant have 3 people on my team :p

It registers it on the selection screen but when I started playing it was 2 against 3.

The other bug has to do with scrolling the screen. I made a 40x40 map and I couldn't see the bottom of it! lol. Although the trees would disappear as if the screen was still scrolling down.

I'm glad you're working on the manual (it's making things clearer). Could you also explain what the rotation/circle mouse icon means? One unit (I cant remember what it was... a long range artillery thing? ) often is able to move 1 square and then his turn doesn't end... but I cant attack anything. So, I usually put my mouse over an enemy and the mouse turns into a circular thing with arrows. I have no idea what it means. Anyway, I right click an enemy and his turn goes away... *shrugs* ... Don't know what's going on.
Mark Pay (2010-06-13)
Sorry for the late reply DemiImp! I have a lot of posts and mails to catch up on, as usual!

Sorry about the custom settings bug. I think the faction divider settings must not be updated. I test using quick play atm, so don't notice it. I'll try and take a look at it.

The rotating arrow means 'turn and face' - right click and a unit will face the target square. It's especially important with tanks ( thinner armour at the rear ), and artillery and self-propelled guns ( can only fire in forwards arc )
Pretty much all artillery and self-propelled guns can only fire if they remain stationary.

I know the lack of documentation is terrible! It's very boring to work on though, and adding new features / playtesting is always more fun. ;)
DemiImp (2010-07-03)
Dont feel too bad about slow response times :p

I read your message like 5 days after you posted it (and am just now responding to it). I know you're doing all of this in your spare time, so I don't expect you to have the time to check up every hour :)

Well, I personally hope you get that faction divider issue worked out in the next release or the one after. Thinking about it, I don't know if it'll affect gameplay much... but, maybe it will? *shrugs*

I sort of wish I could see the range of units. Not their movement, but their attack. It's just a bit fuzzy what affects what they can hit and what they cant. Were you planning on eventually showing this or is this something we would have to learn on our own?

And last, but not least... Don't worry too much about documentation :p It's important, but what you have now explains a lot of the basics. It's probably better to do documentation after a feature is fully fleshed out anyway instead of trying to update it incrementally (and thus accidentally leave in old/outdated/wrong info).

I'm pretty excited to see this game develop :) Keep up the awesome work!
Mark Pay (2010-07-03)
Thanks DemilImp! I've already fixed the faction divider issure. It wasn't even implemented... :oops:

Weapon range values are shown ( but this isn't documented! ) In the bottom left, under the unit name, are 1-3 icons showing weapon types. Under them is a x1,x2... number showing the number of times they will fire. And under each of those is the weapon range.

I'd like to get them visibile on the map. But MMF2s options for drawing smooth line geometry are not very good. And it gets complicated when hills are involved! I could render it square-based, but MMF2 is inefficient for doing this, and range 16+ artillery would require 1000+ squares calculated and drawn. ( less, depending on how the screen is cropped )
It's possible, but it would have to be a later feature.

Powder Imps not working
SadeDude

SadeDude (2010-06-09)
Sometimes, when I'm trying to cast Powder Imps, nothing happens (other than losing energy).

Is there a limit on how often you can cast the skill? Or does it have a chance of failure? Something?
ROD (2010-06-10)
"Sometimes, when I'm trying to cast Powder Imps, nothing happens (other than losing energy).

Is there a limit on how often you can cast the skill? Or does it have a chance of failure? Something?"


Powder imp "health" will be turned into negative depending on the enemy´s attacking strentgh, due to gameplay balancing reasons. Else its use would be kind of abusive.

Example: if your 100-HP-Imp is hit by a 250-HP-attack you have to cast 2 imps to make it reappear with 50 HP
SadeDude (2010-06-10)
Aah... That's how the skill works. Of course. :roll:

Thanks.
DesertDweller (2010-06-13)
Oh. So basically all my strategies in using Powder Imps have not had the effect they should've? :(

I was not aware of this but have always wondered why powder imps doesn't seem to work before.

Alpha version 1.03 in development
Mark Pay

Mark Pay (2010-06-13)
Working on version 1.03 at the moment.

Up and coming:

- Hills
- Better urban environments
- Squad experience levels
- Victory conditions

I had a great playtest session with the new urban population today. A Tiger commander was spotted in the village, where it blew apart my approaching scout car with a long ranged shot. My pursuing Shermans rolled in after it and were shot up by panzershrecks! The Tiger disappeared, nowhere to be seen, as my tanks withdrew to the outskirts and waited for my infantry to arrive. An enormous house-to-house firefight then broke out. My commandos held out for fifteen turns under a hail of bullets, fighting from the ruins, before finally succumbing. The elusive Tiger returned on the flank as the street fighting died down, shot up my Firefly in a duel, rumbled through the wreckage and promptly got brewed-up by a 6 pounder as it lost its nerve and tried to retreat.

I have a lot of fun with the game when it manages to produce dynamic stories. Can't wait to get a campaign mode set up, but that's a long way away still.

http://www.thespiritengine.com/Images/miniWW2/bspreviewcap04.png
Jimbob (2010-06-17)
That sounds and looks amazing... I need to give it a good go one of these days... it was just too much of a headscratcher with not a lot of direction in the first release...

Now I understand why games like Advance Wars really had to hit you with the tutorials! :P
abhifx (2010-06-27)
i tried the alpha version and i am pretty much impressed. quality is gaining speed and the full screen looks good :D i wish this will have some storyline too, i love TSE's for that.
the game has started to match up the quality of battle for wesnoth and this is great. keep working mark
Geos (2010-06-27)
It's getting better and better every time I check it, really great work, Mark!
Mark Pay (2010-07-03)
Thanks guys! I'm working to tidy up 1.03 ready for release at the moment.

Last Heroes 4 Released!!!
Delmaschio

Delmaschio (2010-06-19)
http://img339.imageshack.us/img339/7033/titlev.png

Download Trial!
Buy Now! $11.99

Join Amelia, Viktor, Roland and Vanessa as they re-unite in the last chapter of this exciting journey!

http://img46.imageshack.us/img46/9734/introc.png

http://img153.imageshack.us/img153/6887/snowut.png

Download Trial!
Buy Now! $11.99

Greetings & Brazilian Portuguese Translation
Da Silva Denis

Da Silva Denis (2010-06-25)
Hello everybody! I am Denis from Brazil.

Recently I downloaded and played The Spirit Engine 2. An excellent story, unique characters and a good battle system. Definitely a great RPG.

I saw in this site that it is possible translate this game, and it is just avaliable yet an italian translation. Then, if Mr. Mark Pay allow me, I wish to translate TSE-2 for the Brazilian Portuguese.

Certainly many brazilian fans will like to play this great game in your own tongue.

Thanks for the attention,

Denis. :wink:
Mark Pay (2010-06-28)
Hi Da Silva Denis!

That's great news! I would love for the game to be available to Brazilian players. Go for it, and good luck! :D
Da Silva Denis (2010-06-28)
Thanks Mr. Mark Pay to allow me translate your game!

I have completed the inventory, skills and some assorted strings. Now I am working in the tutorials strings.

I believe that I will finish all the translation in August, but I cannot to promisse. It depends on my free time.

God bless you Mark, and all players! :wink:

Denis
Da Silva Denis (2010-07-17)
I created a new topic to just dedicate me the translation. Links and screenshots are in this new topic.
Mark Pay (2010-07-22)
That's fantastic, well done. :D

Doesn't run in VirtualBox (FIXED!) and praise for Mark
DaveyJJ

DaveyJJ (2010-07-06)
Stumbled up this great program through some war game forum or another. Lovely, very nice work. I just want to confirm as well that in VirtualBox (OSX) it simply displays a broken screen (half light brown, half window) and hangs everything.

I didn't expect it to work, but thought I'd let people know. VirtualBox does handle my other WW2 games (Firefight and WinSPWW2) OK so I was interested to see.

Can ClickTeams' Multimedia Fusion 2 IDE not yet save out Java versions that run in OSX? I recall hearing that they were working towards that and if so, it might be the cross-platform solution you need for this very nice game.

Again, lovely work (if I could only get it to run).

FIXED!!!! I downloaded the non hardware version and it runs smoothly and fine in VirtualBox now ... other OSX users see here ... http://www.thespiritengine.com/forum/viewtopic.php?p=2464#2464
Mark Pay (2010-07-10)
Thanks DaveyJJ.

Unfortunately the back end to the game is an extension written in C++. I'm not sure how feasible a Java conversion is, but it might be a lot of work even if it is. The game's also reliant on DirectX9 for rendering - it's slow on both my netbook and desktop with software rendering.

I'll make the software-rendering version available shortly after the next release. If that doesn't fix the problem in VBox, it may be something connected to the windowing controls.

Thanks again,

Mark
DaveyJJ (2010-07-13)
No problem, Mark. I managed to get the a1.0.3 build running on a machine at work and wow, colour me impressed. Great job.

Alpha Version 1.03 released
Mark Pay

Mark Pay (2010-07-10)
New version available!

As slapdash as ever. :)

http://www.thespiritengine.com/Brass&Steel/Files/Brass&SteelAlpha103.zip

Changelog for 1.03:
---------------------------
- New units ( Jeep, BMW R75, PzIVG Commander, Partisans )
- Improved urban area generation
- Hills
- Unit veterancy
- Mission objectives
- Save & load
- AI and balance tweaks
Geos (2010-07-11)
Hey Mark, have you considered posting about your game at various indie-game sites? I'd really love to see your game getting popular. I think it can help a lot with publicity, since demo is free at the moment. Maybe starting a couple of work in progress threads at large forums? Here's some sites that might be worth checking and promoting at:

http://forums.wesnoth.org/viewforum.php?f=13&sid=836a0e3382edbdc96cc3d14a16b523e8

http://www.pixelprospector.com/indev/

http://www.indiegames.com/blog/

http://playthisthing.com/

http://www.tigsource.com/
Imperial Dane (2010-07-19)
Well considering there just was an article about this on Eurogamner.. and that was how i learned about this great Turn based WW2 rts.. Might not have a lot at the moment. But what there is, is great fun :D
Mark Pay (2010-07-20)
That's fantastic! Thanks Tim! :D

I really don't enjoy self-promotion. I'd like to think that a good game can survive on user recommendations from friend to friend. Now that I'm back in comfy freeware-land, I can't even bring myself to think about it. Yuck, boring. ;)

I've noticed this week that a couple of crash bugs have crept into version 1.03. I'm sorry to anyone who's had their game interrupted by one. I'm trying to hunt them down at the moment. I wish I was programming this in a language that's easier to debug. :/
Imperial Dane (2010-07-20)
Had the occasional crash. But so far i am just trying to figure out the game itself.. Certainly ended up in a lot of situations with the quick start.. Including being completely sealed in by bocage and no heavy vehicles to break through :P

Would be a nice feature if you could pick a certain force type in the quick start as well.

Also, thumbs up to the great variety in units so far. From Volksgrenadiers to Waffen SS and Humbers and Cromwells.. All good stuff.
Mark Pay (2010-07-22)
Thanks Imperial Dane. :D

The hedge generation code is a bit of a nightmare. I spent a lot of time on it, and it still does Silly Things. A lot of it needs throwing out and rewriting from scratch.
I think I've found and fixed the most prevelant crash bug. I'll release an updated version in the next couple of days. I'll get that force type selection added to Quick Start too.

Thanks again.

-Mark
Mark Pay (2010-07-24)
I've updated the download in this thread to 1.03b. It fixes the frequent crash bug (a divide by zero failure).

Also included is a switch from the silly 2-directional to a more realistic 8 directional vehicle armour system. Vehicles now get their frontal armour value in the front 45 degree arc only. The next 45 degrees of rotation give most of the frontal value, and the rest are rear values only.
GiB (2010-07-24)
E. P. I. C. :)
Any release date yet? When we can expect 1.04?
Imperial Dane (2010-07-25)
Cool stuff Mark, and nice to hear you will be implementing that :D

Another feature that might be nice would involve the FlaK 88 on defensive missions, perhaps some feature to place them before hand ? As in the only defence battle i managed to get them so far.. they were all hidden away in the forests, most of them not able to get a target for most of the battle. :P

But keep up the good work :)

Belated edit:
But i do recall one place where you mentioned you did have some misgivings about the force selection feature since you talked about that it might lead to some trouble in dealing with armour for infantry units.

Which i am not so sure about to be honest, i mean an Infantry company would have hand held at weaponry if possible an AT guns, so i suppose that would work ? Otherwise, i'd suggest perhaps you add in a small thing called support company where you within the alotted points or something can choose something to support you, like armour, or heavy armour if you are infantry or mechanized, or some infantry if you go armour.

At least a suggestion :)
DemiImp (2010-07-28)
Glad to see the update!

I'll try it out sometime in the next few days.

Keep at it :)
Mark Pay (2010-08-02)
Thanks guys. 1.04 will take at least another couple of months. I want to focus on polishing up skirmish mode for the moment.

Imperial Dane - There's code that is supposed to deploy units favouring good cover and line of sight in the right direction. Looks like it needs some work though! The AI will need it too, so I want to focus on improving that first.

Most of the infantry companies do have some AT options. Terrain is more of a problem - if you get infantry on a wide-open map and your opponent gets tanks and artillery, you might as well just quit.
However, I've been working on the terrain sliders recently, and I think I should use those to dictate skirmish force choice, which is currently random. So, for example, if a map with lots of open space is generated, the game should give both sides a tank-based force. If it's urban, infantry.

The plan for campaign mode is for the player to deploy several companies for an attack/defense. So the player will be able to call in support from nearby friendly or AI forces.

That's a long way away though! Adding campaign mode will be like programming a second game on top of the the first. :o
Imperial Dane (2010-08-03)
Sounds like some good ideas actually. Although would be fun if you could choose your own force (at your own peril of course :P) Just the thought of being able to choose a Volksgrenadier force for example and then adding in some StuGs for support that could be fun. :)

And quite impressive plans you have for the campaign mode. So will you have different types of divisions and sort of strategic goals and what not for it or ? Stiill, quite impressive :D

Just to let you know
Erenthal

Erenthal (2010-07-23)
A friend pointed me in the direction of this litte game, and I downloaded it with no preconceptions. I have to say, I was stunned at how fun it was, and how well it played, even though it's labeled as an alpha. Colour me very impressed! I hope you contiune to improve it, because I would certainly be happy to pay good money for the final product if this is any indication of how it will turn out.

I signed up on this forum just to let you know how much I enjoyed it, so I hope that says something :)
Mark Pay (2010-07-24)
Thanks Erenthal! I'm thrilled to hear that you're enjoying the game in its current state. :D

Brass & Steel won't render?
Alzxul

Alzxul (2010-07-23)
Hi,

First of all let me just say Brass & Steel is a great game! Had it running on my EEE PC fine and dandy, but have just tried to run it on my desktop and the game screen doesn't render.

The beige border appears, but the centre is just transparent - if I enable the music via the config file, then I can hear it when I run the game but still no visuals obviously.

Am running Windows XP SP3 on both platforms; any ideas on what the problem might be or how I might go around solving it?

I hope to see this game get even better as time goes on!
Mark Pay (2010-07-24)
Hi Alzxul. The game relies on some windows libraries to pull in the desktop dimensions and resize the fullscreen window appropriately. It was a lot harder to get it working in MMF2 than I expected. Dual monitor setups and virtual desktops may screw with this approach.

I need to add custom settings for a windowed mode, and I'll aim to get this in the next release.

There's a non-DirectX version of the .exe you could try here, but I don't think it'll fix the problem and it'll run slow. :(

[url]http://www.thespiritengine.com/Brass&Steel/Files/Brass&Steel-nonHWA.exe
Alzxul (2010-07-25)
Hi Mark,

Thanks for the reply; that non-DirectX version works a treat surprisingly enough. Not really any slower, but most importantly I can actually play :)

Good luck with the future releases, my eyes shall be peeled for them!
DaveyJJ (2010-08-02)
Hey Mark! That link to the non HWA version of B&S runs perfectly fine in VirtualBox on OSX! Huzzah!

Great plains battlefields - what do you think?
GiB

GiB (2010-07-24)
I think the Great plains battles in chapter 9 are awesome, but quite limited in quantity.
I'm thinking of making a small fan game or something where you defend Longreach from Yaegarian troops as long as possible. It's still a concept. I plan it to be a sidescrolling castle defence. Troops will arrive Longreach all the time and the player will be able to sent them to fight whenever he wants to. He'll also be able to fire with the cannons. 8)
I need your ideas to make it really interesting.
monsoonasiian (2010-09-13)
hey Gibb your idea sounds pretty cool i rekon that you should make it as a day thing. The enemy attacks one day you get cash after the victory after you get time to upgrade your troops, toughen the walls, increase cannon range and so on. There should be a score board on how many enemies killed, how many days someone lasted,and so on. If you put this game into Ipod touch,iphone,ipad your sure to make money......at worst only one sale coz i'll buy it haha

just my opinion :wink:

Brazilian Portuguese Translation/Tradução Português (Brasil)
Da Silva Denis

Da Silva Denis (2010-07-26)
(This is a bilingual topic - English and Brazilian Portuguese./Este é um tópico bilíngue - Inglês e Português do Brasil.)

As I announced in the previous topic, I'm translating TSE-2 to the Brazilian Portuguese with permission of the author Mark Pay.
Como eu anuncei no tópico anterior, estou traduzindo TSE-2 ao Português do Brasil mediante autorização do autor Mark Pay.

Please, look some screenshots and 4 movies from my work (chapters 1, 2, 3 and 4).
Por favor, vejam algumas imagens e 4 vídeos do meu trabalho (capítulos 1, 2, 3 e 4).
All the 9 chapters and the game manual are translated.
Todos os 9 capítulos e o manual do jogo estão traduzidos.

Download here or here the translation (2 Mb Kb 7-zip file). Unzip the file where the game was installed.
Baixe aqui ou aquia tradução (arquivo zipado no formato 7z de 2 Mb). Descompacte o arquivo onde o jogo foi instalado.

Official blog: http://thespiritengine2-br.blogspot.com/
Blog oficial: http://thespiritengine2-br.blogspot.com/

I hope you enjoy my efforts. May God bless you!
Espero que apreciem meus esforços. Que Deus os abençoe!

:wink:
Da Silva Denis (2010-08-10)
I finished to translate Chapter 3.
Eu terminei de traduzir o Capítulo 3.

Download's link is above.
O link para download está acima.
Da Silva Denis (2010-09-11)
Chapter 4's translation is complete. Download above.
A tradução do Capítulo 4 está completa. Se quiserem averiguar, baixem o arquivo acima.
Da Silva Denis (2010-09-20)
I created 4 movies of the translation. Links in first post.
Eu criei 4 vídeos da tradução. Links no primeiro post.

Please, give a look!
Por favor, dê uma conferida!
Da Silva Denis (2010-09-28)
I created a blog for the translation's support: http://thespiritengine2-br.blogspot.com/
Eu criei um blog para suporte da tradução: http://thespiritengine2-br.blogspot.com/
Da Silva Denis (2010-10-19)
New download link: [url]http://www.mediafire.com/?siyf413iqx7wpcc
Novo link para download: [url]http://www.mediafire.com/?siyf413iqx7wpcc

Chapter 5's translation is ready.
Inclui a tradução do 5º capítulo.
Da Silva Denis (2011-04-02)
After 9 months, the translation is ready. The link is the same (in the first topic).

Coming soon I will translate the game manual and I will create a installer. I am just waiting a friend to translate the images with texts to me.

Depois de 9 meses de trabalho, a tradução está pronta. O link é o mesmo, que está no primeiro post.

Só estou aguardando o Rafael do Condado Braveheart acabar de fazer a tradução de umas imagens, e eu traduzir o manual do jogo, que farei um instalador.
Da Silva Denis (2011-04-08)
I finished to translate the game manual. Links above.

Eu terminei de traduzir o manual do jogo. Links acima.
Mark Pay (2011-04-20)
This is great news! Congratulations on finishing the translation. :D I'll add a mirror and a link on the Downloads page here, if that's okay.

I'm sorry for not responding sooner. :( I've been neglecting this site for a while now, and I need to catch up!
GiB (2011-04-30)
Hooray Mark is still here! :)
Although I hardly play it now, TSE-2 is still one of my favourite games. :)
Tiavals (2011-05-01)
It's nice that you're still reading the forum every now and then. I guess I should start a Finnish translation in the summer, might spark more interest. :D
Mark Pay (2011-05-09)
Thanks guys! I am still alive, sometimes. I've finally moved to rent closer to my place of work, which will give me more time for creative endeavours in the next year, and more time to pay attention to the site! :)
GiB (2011-05-09)
"Thanks guys! I am still alive, sometimes. I've finally moved to rent closer to my place of work, which will give me more time for creative endeavours in the next year, and more time to pay attention to the site! :)"
Can't wait for this. o/
Geos (2011-05-13)
Great to hear back from you, Mark- your games are really great and you have some fantastic talent and skills. Can't wait to see where will you take your projects (Brass and Steel is so cool!)

TSE2 Cheats
Alexei

Alexei (2010-08-13)
Hey guys.

I just beat the game and first of all, I would like to congratulate Mark on the fantastic job he did on it. Really sets the standard.

Now, I don't know about you guys, but on normal I've had an enormous amount of trouble finishing the game (well worth it though). So now I am looking to play though it again except I don't have the time to kill anymore. So I'm wondering if there's any way to cheat.
I just want to play again for fun so I can buy everything and see how the other characters' stories play out without having to bust my ass trying.

I know there's no actual cheats that you just type in, but is there a file where some properties can be changed ( like gold amount, or free skill points )? I know I did something like this with Derek Yu's Eternal Daughter back in the day.

Just finished the game...
Katios' Underpants

Katios' Underpants (2010-08-25)
... and I have to say I found it a thoroughly enjoyable, and hugely impressive, 18 hours.

The artwork and detail with which the world of Medea is evoked is nothing short of stunning. Likewise the soundtrack, which is amongst the best I've heard in any game, let alone an indie production from a two-man team.

The mechanics of the game deserve special mention too, as going in I'd expected a fairly standard JRPG-style experience. What I found instead was a quiet revolution of the entire sub-genre, with battles that forced you to play beyond the humdrum of progress by attrition and to exploit the party's full range of skills for maximum tactical effect.

(I should confess that I found it bastard-hard even on normal difficulty, and was tempted on several occasions to lower it to easy - or, in the case of those Deep Mass things, walk away from the game entirely! - but each time knowing that the impasse probably stemmed not from the game, but my approach to that particular battle or enemy, kept me coming back - and in fact made those tough victories all the sweeter. But constantly changing - some would say disguising! - the appearance of save points led to some teeth-gnashing moments of despair.)

The story made an earnest fist of escaping from the tropes and cliches of the fantasy RPG. I'm not sure it succeeded entirely, and having mentioned somewhere on your site a desire to take on extra help for future projects this is probably the area I would recommend finding a specialist to bring on board. It wasn't awful by any stretch. I really thought the composite party idea completely fantastic, giving as it does a sophisticated balance between customisation and replay-ability on the player's part, and a solid framework to keep the narrative manageable for the writer (you'd always given reliable points for the party's designated gruff antihero and naive optimist to deliver their lines, etc).

However, the interaction between the party members often seemed a little flat. While the essence of the characters did come through, dialogue wasn't really very convincing, usually felt awkward rather than natural, and generally seemed 'under-punctuated' (there may be a technical term for this; I'm not a writer!) with the result being it scanned too quickly in the reader's (or at least, my) mind - like an amateur dramatist blurting out lines, with no regard for cadence or intonation. The diaries also seemed like a missed opportunity: a nice idea, but too often simply repeating the exposition we'd learned through cut-scenes in the character's voice (that said, Charlotte's semi-literacy was a really nice touch).

Kaitos' final soliloquy was really well done, too. Poignant, and yet still I laughed out loud at the punchline.

Looking at the package as a whole, then, the Spirit Engine 2 stands proud amongst its peers a very good game, generous in length even for a single play-through, and all this only heightens the shame I feel for having acquired it as freeware. Whatever your next project may be, if you choose to charge for it, I will be buying a copy, no questions asked.

Until then, I can only offer my thanks and praise as compensation for yours efforts in bringing this excellent game into being.
Katios' Underpants (2010-08-26)
Addenda:

1) Okay, so I just realised you're still accepting donations. So I can also offer some cash on top of the thanks and the praise. Bonus!

2) Apparently his name is Kaltos, not Kaitos. Definitely not Katios at any rate, but if that's true, then whose on Earth are these underpants?

3) It amuses me that I seem to have picked exactly the same party that everyone else on this forum had for the first play-through. It does rather choose itself, though. Really, the psyche just picks Cool-Robes McPriesterson and you work backwards from there.
Mark Pay (2010-08-26)
Thanks for the support. :D I appreciate the honest critique as well. Writing is a difficult art, and I have a long way to go with it. The diaries were hamstrung by the need to recap plot points for players and on-screen space(!) I'm thrilled that you enjoyed the game as a whole and grateful for your thoughts. Even I hated Deep Masses a bit by the end of development, despite the constant nerfs they received.

Cheers!

-Mark
DesertDweller (2010-09-03)
Haha, EVERYONE seems to pick Kaltos + Charlotte + Enshadu. :)
TwiTerror (2010-09-04)
Naturally, seeing as Enshadu is the only character with his own musical theme! I guess crazy Ionae is a close second though for that reason.

my party ??
lacerius

lacerius (2010-08-25)
my party:

grace
mericious
ferwin drake

what skills should i improve most ?

my classic formation is:

grace---smokebarrel-explosive shell
mericious---wrath-heal
ferwin---slay/heck - fortress

...

what is effect of smite exactly ?
DesertDweller (2010-09-03)
IIRC Smite is just a skill chain for Mericious consisting of damns and wraths.

Yep, I just checked and it's 1 damn followed by 2 wraths.

In general, I would focus my skill points on health and the last abilities (Might, Luck, and the magic/ethereal resistance booster one). Those pretty much help no matter what.

The others I would mix around a tiny bit depending on the situation.

One thing I found with the Musketeers is that Explosive shell is not usually worth it. Especially with higher leveled units with lots of defense, the 50% side explosion usually does little damage. It's really only effective with Empowder, in which case I'd still say it's only decent at best.

Better to Aimed Shot or Lucky Shot usually, or in defensive cases Smokescreen. I would personally make her a supporting character, as the other two have better offensive capabilities imo.

2 musketeers and priest in crypt
Veke

Veke (2010-08-29)
I give up trying. Just tell me the proper strategy so I can move on. I'm playing locked Hard, Charlotte, Grace, Mericious. It's the third encounter that's giving me trouble, whether it is 2 Deep Masses + vampyre or Deep Mass + vampyre + piecemeal.
Mark Pay (2010-09-01)
Hi Veke. The best way to deal with the Deep Masses is to wear them down slowly, then spike them with a lot of damage when their health gets under 1000. Your best bet might be Enpower+Explosive shell, with some damage from the priest too if necessary, inbetween heals.

I'm not too well placed to advise you - I don't think I ever completed the Crypt on Hard myself!

Good luck! :)
Veke (2010-09-03)
Thanks for the advice, I finally made it through.

I totally overlooked Enpowder until now, though for some reason it doesn't seem to quite double the damage of Explosive Shell. (With level 10 the damage bonus was said to be 403 and level 4 Explosive Shell was 325)

But the crucial thing in taking out the Deep Masses is to time the attack that takes them below 1000 hp just after they do their attack, so they won't have time to launch a recover.
DesertDweller (2010-09-03)
It's been a while since I did the 2 musk + 1 priest combo, but I would probably have abused smokescreen for this section. Especially because the deep mass doubles on the smokescreen.

Probably would do an enpowdered strike combo with the other two for most of the time. As you said timing helps, like make sure it hits the same guy. (don't go when the piecemeal will move forward and block the way)

Different character moods
Cereal Toucher

Cereal Toucher (2010-08-31)
I remember when playing the game, characters would have different moods depending on the current situation. Ionae (and whoever else of that personality) would be sick after eating the exotic food at that place, and when at that cave city with the demons and stuff (this was who they were in my party) Ionae and Farwin were nervous, but I can't remember what Enshadu was.

Does anyone remember? Also, I was wondering, what are all the different moods they can go through throughout the course of the story?
DesertDweller (2010-09-03)
There's Angry (+ offensive - defense - support), Nervous (- offense, + defense), Sick (-everything), Cheerful [I can't remember what it's called but after you defeat the Crone] (+everything except hp I think), Depressed (don't remember), and I think at least one other, but it's been a while. :)

Mark would know.
Cereal Toucher (2010-09-05)
That's interesting information.

How do I contact him? Also, is there a wiki for it?
DesertDweller (2010-09-07)
Email address here.

As for a wiki there's this, but it's not particularly developed.
Streuselsturm (2010-10-14)
you forgot "lovestruck" i can't quite remeber the effect but i belive it to be negative overall.

Childhood's End and TSE-2
darkraven

darkraven (2010-09-11)
I found quite a few similarities between these two.
Is TSE-2 inspired by Childhood's End?
Mark Pay (2010-09-25)
Hi darkraven! I'm sorry for the late reply. I must confess that I haven't read Childhood's End. But given Arthur C. Clarke's influence on the genre, I've undoubtably been exposed to its themes second-hand. Unfortunately I've now spoilered myself via wikipedia, otherwise I'd look for it in my local library! Thanks for the question.

-Mark
darkraven (2010-09-25)
Spoilered?
Er,surely I wouldn't read the whole plot summary of something I haven't read and want to read.

Hi mark how do you gather gold in spirit engine 2
ajk123

ajk123 (2010-09-12)
Hey its aaron here, haven't posted in a while!, since the <Cough(cheat)Cough> post back in the end of last year, all i can say so far is well done mark you have made an all round top notch game! the graphics are alot smoother and a bit of humor thrown in aswell, well firstly im abit stuck on how to find gold, ive been searching all through and all i can seem to find are chests are there any other opportunity's, and good luck on spirit engine 3, as i'm sure you will make a game to add to the ever growing world, if you need any play testers or anything please don't hesitate to contact me as im quite thorough :) anyway cheers dude.

Ipod FTW
monsoonasiian

monsoonasiian (2010-09-13)
I think this was already said but after receiving an ipod touch, i really really feel that TSE, TSE2 should be integrated onto these platforms becuase i believe TSE series has alot of potential and will appeal to that kind of audience. One more thing what will it take for you Mark to do this?

Grimoire Chronicles is out!!!
Delmaschio

Delmaschio (2010-09-17)
http://i265.photobucket.com/albums/ii221/solitudepics/grimoirewitchtitle1.png

The debut release from Gongoria is Grimoire Chronicles.

Download Trial!
Buy Now! $19.99

Gongoria are proud to present their debut production - Grimoire Chronicles.

http://img137.imageshack.us/img137/5816/flyingc.png

http://img443.imageshack.us/img443/861/imperialcity.png

http://img820.imageshack.us/img820/7914/lavintown2.png

http://img819.imageshack.us/img819/4996/zanixruins.png

Join Myra, a young witch, on a fantastic journey to save her best friend. It's not going to be easy - her world is at war, predators made up of an elite group of warriors that fight against magic users are fighting against all of the magical kind.

The game features 10 playable characters, with a compelling storyline for you to play. With twist and turns, betrayal, friendships and maybe even love this is a magical adventure for you to enjoy.

In addition to the main story there are over 20 Side-Quests to complete and over 15 Secret Areas to discover.

You also get to hunt for relics which give you special field abilities.

With an original soundtrack, great locations and more we hope you will enjoy the game.

Download Trial!
Buy Now! $19.99

Alpha Version 1.04 released
Mark Pay

Mark Pay (2010-09-25)
New version available!

DirectX only, at the moment.

http://www.thespiritengine.com/Brass&Steel/Files/Brass&SteelAlpha104.zip

Changelog for 1.04:
---------------------------
- New units ( White Halftrack, Crusader Mk.III AA Tank, PzKpfw 35-S 739(f))
- Improved terrain generation.
- New terrain( valleys, cornfields and gun pits )
- Terrain selection in custom game setup.
- Improved morale system.
- Additional GUI feedback.
- Additional balancing tweaks and mechanic changes.
- Miscellaneous bug fixes.

My long term plans are to keep adding additional features and polish for the next couple of months, then make a start on an over-arcing Operations mode, to tie games together, campaign-style, around Christmas.

As always, feedback is welcome. :)
I'm enjoying my work on the game. I'm currently working my way through the Pen&Sword Battlefield Europe books - highly recommended for anyone who comes across them.
Mark Pay (2010-09-26)
Sorry, 1.04 had an issue where a text field appeared with debug mode off. I've updated the download to 1.04b to fix this.
Imperial Dane (2010-09-28)
Ah, cool stuff.

To be honest thought things had gone dead or something since the forum had been so quiet for quite some time.
drugon (2010-11-20)
Will you add window mode to the next version?
Also - where can I get info about music used in the game?

trying to do a Chinese translation
darkraven

darkraven (2011-01-06)
I'm currently trying to translate tse2 into Chinese.
But I'm good at neither writing in Chinese or understanding English, worst of all is that I'm lazy.

I think I'll keep doing it, though.

However,I found some problems.First of all is what charset should I use? Does utf8 displayed properly in the game?
Mark Pay (2011-05-09)
Hi darkraven. I'm sorry for the very late reply. I've been out of the forums for a long time.

Unfortunately, UTF-8 is not currently supported by the game. The font used is Arial Western and I don't believe the game's string formatting supports non-latin characters. However, I have seen a Korean language modification of the game, which is great, but confusing! I don't know how they did it - I'm sorry to say that I am not very knowledgeable on character set encoding.

At the moment there are no plans to change the current font and character set used by the game.[/b]

Something that I've been working on
DBAce9Aura

DBAce9Aura (2011-03-05)
http://www.stencyl.com/v10/game/play/2128

It's officially complete.

edit: solved
patsim

patsim (2011-03-26)
i've figured it out :lol:
patsim (2011-03-26)
edit: this is before I knew there was an edit button.

Old-School RPG Vagrant Hearts is Out!
Delmaschio

Delmaschio (2011-04-15)
http://img814.imageshack.us/img814/3559/vagranthearts.jpg

Download Trial!
Buy Now! $19.99

Background

In a world scared by wars and conflicts, where power is the ultimate solution for lords and kings, the people have always been left behind, their interest and beliefs is of no significance in times of war. There is one organization, called The Brotherhood, which was built by wise individuals with the purpose of the aiding the people, to satisfy it's needs. After many years of struggling, the people of Azulel can finally see a tiny light at the end of the tunnel...

Storyline

The sisters Scarllet and Beatrice have lived their entire life in their hometown Ganto. After their mother passed away due to a fatal illness, they both became even closer to each other. As the years went by Beatrice started to discover her "gift", the ability to heal anyone from anything with a simple touch, she became the village's healer and such ability eventually caught the interest of the Brotherhood. A guardian from the organization was sent to Ganto Village, where Scarllet and Beatrice are waiting to start a journey that will change their lives forever...

Characters
http://img18.imageshack.us/img18/598/scarlletface.jpg Scarllet - The older sister, and as such, after their mother passed away Scarllet always believed that she was the one who had to protect Beatrice, and that is what she does. Obstinated and fearless, Scarllet has always been a little skeptical about the Brotherhood.

http://img694.imageshack.us/img694/764/beatriceface.jpg Beatrice - She always looked up to her sister, even though she wrongly created the idea on her mind tha she will never be as strong as her. Beatrice is deeply grateful to Scarllet and would follow her in whatever she decides. Her gift consists of healing people with a simple touch.

http://img814.imageshack.us/img814/7687/wyattface.jpg Wyatt - Childhood friend of Scarllet and Beatrice, Wyatt is a sincere and honest man, from the very first time he saw Scarllet he always recognized in her traits that he wished to see on himself, which created in him a deep feeling of admiration for her or perhaps, something else...

http://img576.imageshack.us/img576/7622/razimaface.jpg Razima - A brave and powerful warrior at the Brotherhood' service. He became a guardian while still a young boy, his dedication and honor to the duty made him the best. Razima was recently assigned to guard Beatrice after his longlife protegee no longer needed his services.

http://img508.imageshack.us/img508/8688/sylphface.jpg Sylph - A former member of the Radicals, a group of anarchists that opposes the aristocracy. Sylph was recruited by Elijah himself, the leader of the Brotherhood, he saw potential in her. She will do anything for him, Elijah is like a father for Sylph and her loyalty to him is supreme.

http://img815.imageshack.us/img815/8609/jansenface.jpg Jansen - While being a very valuable ally for the Brotherhood due to his capabilities, Jansen is oftenly mocked and judged by his late father's actions, he is the son of Valmor, the one that started the "Divine War".

http://img38.imageshack.us/img38/1825/uhraface.jpg Uhra - She is a proud member of the Ful'qa Tribe, perhaps the oldest civilization in Azulel, while not as strong as it used to be, the tribe still stands fiercely for it's principles and Uhra makes that the Ful'qa are always getting what they want, even if it means getting her hands dirty...

http://img813.imageshack.us/img813/7738/helliusface.jpg Hellius - A powerful and respected Sorcerer, Hellius tries to live his life quietly and peacefully in an attempt to make up for all his lost time in the battlefields, at least that is how he sees it. A former member of the Brotherhood, the reasons of his departure remains unknown...

http://img560.imageshack.us/img560/7576/lynchface.jpg Lynch - Feared by both allies and enemies, Lynch is a knight of the Brotherhood, very little is known about his past and what really motivates him. Lynch finds pleasure in a good battle which makes of the battlefield, his home.

Features
- 10 Optional Bosses!
- Special Crests!
- Hidden Dungeons!
- Hidden Characters!
- Ultimate Weapons!

Screenshots

http://img815.imageshack.us/img815/3023/udamabridge.png

http://img407.imageshack.us/img407/1796/vicalorails.png

http://img143.imageshack.us/img143/5647/qatribe.png

http://img717.imageshack.us/img717/8849/crimsonforest.png

http://img849.imageshack.us/img849/5165/zelphodungeon.png

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banjkeee (2011-08-24)
nice game

Guess which great game Im currently playing
GiB

GiB (2011-06-02)
Got defeated two times so far in the first chapter, I got to remember this game. :)
anora (2011-07-08)
Well...

I am playing the game Treasure Hunt in these vacation with all my friends and family members. I enjoyed a lot with this game.

Old School RPG Vagrant Hearts 2 is OUT!
Delmaschio

Delmaschio (2011-06-23)
http://img861.imageshack.us/img861/7915/vagranthearts2cover640x.jpg
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Storyline

Azulel can once again enjoy a peaceful era, after Valmor was defeated the Brotherhood has restored it's reputation and the Kingdom has never been so praised. However, difficult times are approaching in lands not too far away...
Weeks after disappearing Scarllet and Wyatt are found in Dark Azulel, a land forgotten by the government, separated islands governed by no one. A mysterious and dangerous sect called Black Scepters are pursuing Scarllet for unknown purposes... could it be related to Scarllet's new found gift?

Screenshots

http://img855.imageshack.us/img855/9/kavelustomb.png

http://img594.imageshack.us/img594/2812/spearfishpub.png

http://img696.imageshack.us/img696/340/icegroundforest.png

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@Mark Pay - My thanks, praise, and questions
Akivar

Akivar (2011-07-25)
Loved the game. Thinking I had exhausted every decent CRPG, I scoured the internet, and stumbled upon this gem.

The dialogue and story was just awesome. I was not expecting anything near that level of quality.

Anyways, on to the next part. I am a young fellow (23) who wants to make a game (I have a grand vision for this one game). So, just a few questions:

1.) Is it worth it? That is, is it worth it spending countless hours on a game that might perhaps see little circulation? Do you regret it at all?

2.) About how many hours did you spend making the game? What was the longest part?

3.) What program(s) did you use to make it? Would you recommend those programs? Would you recommend any other programs instead?

4.) If there is anything that you could've done differently so that things were accomplished more quickly, efficiently, better, etc., what were they?


I would love to know the answers to these questions! Thanks!

Anthony
GiB (2011-07-25)
I think you won't mind if another game developer answers your questions, too

1) Of course it is worth it - you can never know how much played your game will be before you release it and the game creation process itself is a great fun. :)

3) I believe he used The Games Factory or another similiar Clickteam game creation software. In my opinion OpenGL + C++ is the best - it may be difficult at first, but it gives you tons of flexibility and freedom.
Mark Pay (2011-07-25)
Thanks Akivar!

GiB is correct. I'll add some thoughts if I may:

1) It is worth it. The knowledge that people enjoy the game enough to make posts in this forum is enough.

I think it helps to have the right temperament to see a long project through to the end. I am fairly stubborn and not very sociable. TSE-2 took five years to write, alongside university and then a day-job. The process itself is often boring and frustrating, marked by small moments of pride and pleasure, an unpleasant amount of fear shortly before the release, and then a feeling of emptiness afterwards ( on to the next project! )
That doesn't sound very appealing in hindsight. Although it's not in my nature to ever be satisfied with my work, or to dwell upon it afterwards, I do not regret that time at all. If nothing else it has built some useful creative skills that I can take forwards.

I would strongly advise you to start small. Although the tools available nowadays are good, you will not be able to accomplish your grand project straight away. Indeed by the time you are you may have had a better idea!

2) I never counted hours. As I mentioned above, the project took five years, part time. Perhaps 15 hours a week on average? A rough estimate then is 3900 hours. Plus the time Josh spent on the music.
Longest part? Script edits. The dialogue used to be even clunkier than it is now. I learnt a lot from the many hours I spent re-writing it.

3) Multimedia Fusion by Clickteam. Have you done much programming before? If not I would recommend something like MMF. It's a nice way to get results without having to learn a full procedural programming language.

I've used C++ for projects in the past few years. It is powerful, but in my opinion not enjoyable to code in. If I were to start a new game tomorrow I'd look at a scripting language like Python, which I use a lot at work and like coding in. I've never tried writing a game with Python though. Presumably there are some good audio and graphics libraries available. The most important thing is that you are comfortable writing in your language of choice. Everyone finds their own preference.

4) Many things! I think it's common for the author to be obsessed with the flaws in the process upon completion and be driven to overcome them the next time around. In short:

- Some serious changes to the art process ( e.g. - the portraits are all pixel art, and lit from an awkward angle. But once you choose the style you have to stick to it! )
- Use a C++ extension for the back end from the start. MMF not good at efficient global code.
- Market game better
- Focus more on presentation and usability for mass-market audience

At the same time, TSE-2 was built on many hard-learnt lessons from TSE-1, and so on. It's all incremental.

I hope that was of some interest. Let me know if I can help with any other queries.

Best wishes,

Mark
Akivar (2011-07-28)
Thanks both to GiB and Mark for your prompt replies. Time to download MMF and see what I can do with it.

To answer your questions/suggestions:
Thanks for the tip on starting small. I know exactly what you mean. I used to play a game called Neverwinter Nights, but most of the time I spent was with it was in its toolset, trying to make my own modules. Anyways, I learned very quickly how much time goes into these sorts of things, and that I needed to start small.

I have limited experience with Python and C++, probably enough to make some headway but nothing to fancy. I'm interested to see what I can do with MMF!

And I'm glad to hear your encouragement. It's such a monumental endeavour, in my opinion... it's like writing a book on top of shooting a movie and then making it interactive. Here's hoping I produce something as good a quality as TSE.

Thanks again.

Tremor 4 ? Coming soon !!
NewTremor

NewTremor (2011-08-16)
New Tremor 4 (remake) coming soon!! Project has other autor game.

Here is mini-trailer: http://youtu.be/Y3t3VyobOxI
NewTremor (2011-08-27)
New Project will name "Prometheus : First prototype"

open sourcing the engine of the spirit engine
abhifx

abhifx (2011-08-20)
well the opening for 2011 entry for the forum is here. now that it is settled that mark will no longer work on this game. how about open sourcing the engine? heck opening the artwork will be an added advantage.
abhifx (2011-08-20)
for follow up

Shining Plume is OUT!
Delmaschio

Delmaschio (2011-08-27)
http://img545.imageshack.us/img545/2974/50256067.png

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Storyline

Jun is a proud and talented samurai, one of the last of his kind. He lived a tranquil life with his master when something unexpected happen, the events of a tragic night will change his life and the world forever. Join Jun and his friends as they learn about life through the most harsh situations.
A tale filled with adventure, joy, sorrow, friendship and love.

Screenshots

http://img856.imageshack.us/img856/233/screenshot2ui.png

http://img143.imageshack.us/img143/1193/screenshotndf.png

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Shining Plume 2 is OUT!
Delmaschio

Delmaschio (2011-09-26)
http://img204.imageshack.us/img204/5262/21339627.png

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Storyline

When an unknown enemy attacks the heart of the very world, samurai Musashi Juniro
is summoned to the last place in the world he ever wanted to go-home.

Forced to return to a place that has haunted him for years, Jun must face his demons
if he is to be of any use to his Master, Lady Akira, even as new enemies appear, old
truths are uncovered, and new threats exposed!

-Exlpore a new, larger world, full of secrets and hidden locations
-Become Lord of the Manor! Build up a massive fortress to reveal new skills, weapons, and secrets!
-Uncover one of three endings!

Screenshots

http://img854.imageshack.us/img854/4308/screen3ke.jpg

http://img651.imageshack.us/img651/8749/screen2ul.jpg

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Three Knights in the Jungle
NickOfAllTrades

NickOfAllTrades (2011-10-13)
Yes, I am playing on Easy mode, but I still have problems with the monsters in the Tameless Traverse. Even as I concentrate solely on defense with all characters, the monsters keep eating right through it. Not to mention the regeneration, dear God, the regeneration!

What I have trouble with the most is the elementals, as I simply can't shower them with a single awesome attack until they are dead, but need to predict exactly how to attack.

Any advic?
DesertDweller (2011-10-23)
On Easy, you should be fine just attacking the front-most character with whatever attacks they're not 100% resistant to at the time. (you know how that works right?)

Then just rotate your character in front to even out the damage dealt to your team and I think you should be good.

Final result of my battles in The Spirit Engine 2
dragonoides

dragonoides (2011-11-17)
Here in this topic you can see the items I used and the skills that I invested...

and difficulty remembering that easy...

Dragonoid...

Statistics: Dragonoid (Easy, Locked)

Kaltes
---------------------
- Sword Magna
- Harvest Falcon
- clamp
- Sky-Blue Ring of Magic Protection
- Nordic Ring
- Talisman of Blood

Constitution (22)
Double Cut x 5 (0)
Dismember x 1171 (22)
Regeneration x 262 (22)
Sword of the Spirit 80 x (0)
Good Combatant (22)


Charlotte
---------------------
- S4-A with Silver Lock
- Deer Hunter Jacket
- Chain Reaction
- Ring of Good Omen
- Cobalt Blue Ring of Magic Protection
- Phylacteries Protection

Constitution (22)
Aim and Shoot x 651 (22)
Silver Bullet x 41 (0)
Ignite x 33 (0)
Poison x 549 (0)
Wall of Fire x 277 (22)
Flexibility (22)


Enshadu
---------------------
- Stick with burning pitch
- Nothing
- Verses Redemption
- Hand of the Priest
- Ring of Power
- The Eye of Zan

Constitution (22)
Hitting x 1137 (22)
Group Healing x 193 (22)
Blessing x 14 (0)
Curse x 11 (0)
Ira x 75 (0)
Anointing (22)


Total time: 3:50:15
Battle Time: 1:42:20
Battle Shifts: 58587
Damage Done: 1225480
Damage Received: 663,099
Number of Knockouts: 105

Can't get TSE1 soundtrack, link doesn't work, plz help
xJolkm556x

xJolkm556x (2011-11-23)
Found at this page http://thespiritengine.com/tse1.html is a link to here http://josh.syntesis.org/album.php?id=3 to get the TSE1 soundtrack, but the link is dead.

I really want the soundtrack for this game, but I can't get it. This is probably a stupid question, but is there any other legit source for it?
Tiavals (2011-11-24)
A lower quality version should be available here:

http://www.last.fm/music/Josh+Whelchel/The+Spirit+Engine+OST

Forum signup disabled
Mark Pay

Mark Pay (2011-12-23)
Hi everyone,

I've disabled forum signup to stop the relentless link spammers. This forum will remain up, but I'll probably archive it soon, since it understandably sees few new posts and has now served its purpose.

I'm grateful to everyone who's posted in this forum in the last five years. Your support and enthusiasm has been simply fantastic, and an important source of strength and motivation. A new (non-game) project will hopefully be on its way from me some time next year.

Until then, thank-you and let's all have a great 2012! :D

Mark
Tiavals (2011-12-24)
Unfortunate but understandable. I cannot really state with words the profound joy I experienced with TSE2 and I will be grateful for it for the rest of my life.

I wish all good things to you.

On a more selfish note, might you want to answer questions I would have about TSE2 in general(background information about many things, why things are the way they are, and such) or even the "logistics" of the game(how many downloads, and such)?
Mark Pay (2011-12-27)
Thanks Tiavals. Ask away! (though I don't the figure for downloads - I haven't been keeping track of the third-party sites that host them)
Tiavals (2011-12-28)
Great!

For starters, are the Rakari intended to be ambiguous or not?

Did you have any other characters in mind for the main characters, that you had to drop out for whatever reason?

Also, how long ago did the whole business with the "Spirit Engine" and the Rakari arriving happen, compared to the time of the game?
Mark Pay (2011-12-30)
"For starters, are the Rakari intended to be ambiguous or not? "
Yes, I like moral ambiguity. :)
"Did you have any other characters in mind for the main characters, that you had to drop out for whatever reason? "
No, the final designs for the main characters came together very quickly, and didn't change much during the script writing process.
"Also, how long ago did the whole business with the "Spirit Engine" and the Rakari arriving happen, compared to the time of the game?"
I never really chose a number. Maybe 500 years?
Tiavals (2011-12-31)
As far as I remember, Enshadu's past was clouded in mystery in the game. Did you ever decide what he had actually done before he got institutionalized?

Did you ever think of how Priestly magic worked in the setting(and I guess sword magic too)? Is it really magic that comes from somewhere, or the post-resonance of the "Spirit Engine"(did the thing have an in-game name I've forgotten?), or did you just shrug and never think about it?

I'll have to replay the game yet again to get more questions. If only I could remember which party combinations I haven't plyaed yet. ;)
Mark Pay (2012-01-06)
Sorry for the late reply!

"As far as I remember, Enshadu's past was clouded in mystery in the game. Did you ever decide what he had actually done before he got institutionalized?"

No. As he is a player character I thought it was necessary to keep him sympathetic, and knowing the details of his (probably quite awful) crime would jeopardize this. In this case, I thought it was better to keep both writer and player in the same position as the player characters - not knowing. Though not knowing is disturbing in other ways.

"Did you ever think of how Priestly magic worked in the setting(and I guess sword magic too)? Is it really magic that comes from somewhere, or the post-resonance of the "Spirit Engine"(did the thing have an in-game name I've forgotten?), or did you just shrug and never think about it?"

No. It's something that bugged me after I'd decided to rationalise so much of the rest of the setting from a more generic fantasy basis. In the end I tended to justify it as a varied manifestation of some generic ( and scientifically implausible ) innate telekenesis and/or nanotechnology reacting in the surrounding environment.

If it'd written it purely as fiction, and not as the backdrop for an RPG, a lot more thought would have gone into the world-building! :)
Jimbob (2012-01-16)
To you too Mark! (Lifts glass)

To this day, it still pains me that some people have never played (or heard of!) TSE2... ahh well...

Good luck with the graphic novel :)

Freedom Cry is OUT!
Delmaschio

Delmaschio (2012-01-28)
http://img528.imageshack.us/img528/5600/26695550.png

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Background

In the days before the Queendom, Man was under the cruel thumb of a demonlord. Then an mysterious and powerful mystic banished him to the World Beneath for his evil. In his defiance, the demon swore to return, and cursed the land that it would breed only rebellion, plague, and suffering, and that his return would be on a wall of pure white.

In the ages that followed, the tale of the demonlord was forgotten, only used to scare children into doing their chores.
But now, the smallest steps to it's passing are about to be taken, by the most unlikely of individuals.

Storyline

She thought she was doomed to an existence without meaning.
But when a normal day at market opens the door to adventure, humble housemaid Kismet finds herself thrust onto the stage of destiny, playing a larger role in the current of fate then even she knows.
Now, with new friends at her side, and new enemies in her path, she must find her own destiny, and earn her freedom, while fighting to save her family and her nation.

Features
-Choose a Guild and protect the country as a warrior, cleric, or wizard!
-Branching missions alter how the story unfolds!
-High Replay Value!

Screenshots

http://img716.imageshack.us/img716/2518/worldmapflatsemtexto.jpg

http://img337.imageshack.us/img337/5411/71930926.jpg

http://img545.imageshack.us/img545/487/73361698.jpg

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Ashes of Immortality is OUT NOW!
Delmaschio

Delmaschio (2012-03-30)
http://img607.imageshack.us/img607/706/titlei.png

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Storyline

Mankind lives in terror. The things that haunt our nightmares, that stalk the
shadows, that go bump in the night...the things we tell ourselves could never
be real, are more then real.

They are everywhere. Creatures of the darkness plague the continent.
This is Ruthven, a world where Hunters, Vampires and Werewolves fight to
determine which species shall prevail.

What begins as a simple mission to free a small town from evil quickly turns into
a quest of discovery and revelation, as Simona Rinoldt, a Hunter from the Family,
must travel a dangerous world, making unlikely allies, and facing unbeatable foes.

Screenshots

http://img259.imageshack.us/img259/7042/screenshot1mv.png
http://img84.imageshack.us/img84/9569/screenshot5rh.png
http://img441.imageshack.us/img441/1228/screenshot4gw.png
http://img804.imageshack.us/img804/626/screenshot3yx.png

Feautures
- Beautifuly composed soundtrack!
- Compelling yet humorous storyline!
- Many Side-Quests to complete!
- Hidden Bosses!
- Hidden Items!
- Special Skiils!

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A Princess' Tale is OUT NOW!
Delmaschio

Delmaschio (2012-04-29)
http://img577.imageshack.us/img577/1782/titlezj.png

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Storyline

Life's good when you're the Princess; no responsibilities, nobody telling you
what to do or where to go, just running around, having fun and flitting your life away.

So what happens when the fate of the world falls into the hands of the most irresponsible bubblehead to ever trip over royal birth?

An ancient evil threatens to walk the land again, and only someone of royal blood can stop it from waking up. But the only royal available is a girl affectionately nicknamed Princess Ooh-Look-a-Kitty, for...fairly obvious reasons.

Teamed with a flustered bodyguard, a dismissive soldier of fortune, and a lovestruck nomad, Princess Calliope has to navigate a world she barely understands to save the world.

And if she's not careful, she might just grow up a little.

Screenshots

http://img19.imageshack.us/img19/3280/screen3ti.png

http://img819.imageshack.us/img819/8362/screen1qmw.png

http://img268.imageshack.us/img268/3205/screen2wli.png

Feautures
- Beautifuly composed soundtrack!
- Compelling yet humorous storyline!
- Hidden Bosses!
- Hidden Items!

Download Trial!
Buy Now! $19.99

Ashes of Immortality 2 is OUT NOW!!!
Delmaschio

Delmaschio (2012-06-09)
http://img11.imageshack.us/img11/7534/titleno.png

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Storyline

Far from the politics of the Noble Houses, far from the obssessive crusade of the Family, far from the
blood and death and betrayal that is the vampiric land of Ruthven, lies a land of wilderness, of nature,
and of danger. A land where wolves walk as men, and the full moon brings awe and fear. A land called Landis.


When a dangerous and charismatic fanatic moves to erase civilization from the world and replace it with
wild anarchy, a young werewolf, defender of his people, must work to overcome the prejudices of his people
and the world to stop him.

Screenshots

http://img824.imageshack.us/img824/520/67280006.jpg

http://img525.imageshack.us/img525/7732/19319527.gif

http://img585.imageshack.us/img585/2235/58678938.gif

Feautures
- Beautifuly composed soundtrack!
- Compelling yet humorous storyline!
- Side-Quests!
- A whole new side to the Saga!

Download Trial!
Buy Now! $19.99

Consider Kickstarter for The Spirit Engine?
Tiavals

Tiavals (2012-06-23)
In case you still read the forums, Mark, has it crossed your mind to do a kickstarter(or similar) for a new Spirit Engine game?

Now, I have no clue as to how many TSE fans exist in the world, but you might be able to generate interest for it, since many games that have gotten funding on Kickstarter are far inferior to your games.

Since both 1 and 2 are free, they can easily act as a proof of your work and might generate a high amount of trust to you as a developer. Kickstarter has a pretty high visibility these days, and the only thing lacking in Spirit Engine is visibility to the world. With Kickstarter, more people will know it exists, try the earlier games, perhaps fall in love and support the development of a third one.

Just a thought.
abhifx (2012-06-23)
its actually is a pretty good idea. but it looks like mark is no longer developing any games now. an open source push would have been cool too. but its mark's call.
Mark Pay (2012-07-05)
Hi Tiavals! Thanks for the post and the mail.

The popularity of Kickstarter is interesting. I've not followed it too closely, surely there will be some backlash once projects which people have funded start to fail due to developer laziness, corruption or genuine problems?

My free time at the moment is currently tied up with another project, an ongoing online graphic novel, which I'm delaying until the end of the year while I buffer more content.
I do sometimes entertain the idea of making TSE-3 though. It's been 5 years now since TSE-2 was released and I'm disappointed that ( to my knowledge ) there have been no 'copycat' games! ;) So it may still happen, but not for a couple more years at least.

Thanks very much for your support!

Mark

PS - The forums are still working and I do still check them, but I've killed user registration because of the number of spambots. :( I'm not going to shut the forum down, but I also don't want to mess around with an upgrade and it's been a long time since I released any games, so it's going to stay very quiet here!
Tiavals (2012-07-05)
Most unfortunate, but if you change your mind... :D

Figured that it wouldn't hurt to try, since if you fail to reach the goal, you don't have to do anything, and if you do reach it, the future would be rosy. But I understand.

Best of luck with the graphic novel, be sure to make a thread somewhere here or send the forumites an email about it when it's ready!
Katios' Underpants (2013-08-28)
Excited to hear of this new project, Mark. Looking forward to it!

There is a translation of The Spirit Engine 1 to Portuguese
dragonoides

dragonoides (2012-06-26)
ok, The Spirit Engine 1 seems to be more interesting than the TSE2 more I made ​​this topic because I do not understand English so I was wondering if anyone knows of a translation into Portuguese (Brazilian), because I do not like to play games without know the story ... :(

There is a translation of The Spirit Engine 1 to Portuguese
dragonoides

dragonoides (2012-06-26)
I see that people do not visit the discussions of The Spirit Engine 1 I decided to create the topic in the discussion of TSE2 ... Well ... ok, The Spirit Engine 1 seems to be more interesting than the TSE2 I made ​​this topic because I do not understand English so I was wondering if anyone knows of a translation into Portuguese (Brazilian), because I do not like to play games without know the story ...

Steam Greenlight
Katios' Underpants

Katios' Underpants (2012-07-10)
I was reading the announcement regarding Steam's new Greenlight initiative and I immediately thought of TSE2.

I don't actually remember whether the game was ever submitted for Valve's consideration (I vaguely remember something, but have a habit of getting Mark confused with my other favourite indie developer, Vic Davis) - but surely this would be worth a go?

Personally I'd be more than willing to put a little evangelical effort behind it. More people deserve a chance to discover this amazing game!
Akatosh (2012-09-03)
Seconded! :D This game deserves a lot more exposure than what it's gotten.
Katios' Underpants (2012-09-12)
The first round of games has been Greenlit. Honestly, it seems more than a little ambiguous how the whole process gets decided. I think Valve still aren't exactly sure how they want to do it, and the whole thing might just get spun into a sort of pre-sorting filter rather than a truly community-driven approval process.

That said, it doesn't seem like the competition is really that stiff - TSE2 actually being finished gives it a leg-up on about 80% of the stuff in there! :roll: More significant problems come with the 'portal-site' territory; with so much stuff floating about you get the feeling that visibility will have to be generated by the creators, rather than being a benefit provided by the service. There's also the small matter of the $100 fee, which if we look at this as a lottery is an incredibly expensive ticket.

Well, such are my disorganised ramblings. But I couldn't agree more with you Akatosh, and I'd dearly love to see the game finally receive the success it deserves. And, well, even if that never happens, I figure it can't hurt to show a little more love for the game on here :)
Tiavals (2012-09-12)
Given the poor taste in many of the game greenlighted, I doubt TSE2 would do too well. It seems only certain types of games passed through, none of which are remotely like TSE2. :cry:
Tiavals (2014-01-04)
Now that we have seen how Greenlight actually works, I think TSE2 could actually do really well there, despite my earlier statement.

Perhaps now would be the time to try it? So, Mark, before the forum goes inactive permanently, you should try to Greenlight TSE2 on Steam.
AlphaPrey (2014-06-04)
I'm not sure it'd work too well, as the game has already gone free. Perhaps if it had more content or some patches added for the steam version.

It's rather sad, really. We've all been through and played this great game, but few other people can relate. And now the community that had grown around it is well and truly dead.

I must admit I had fun while it lasted! Thanks for the game and the memories, Mark! And thanks for keeping this site up until now. :)
Tiavals (2014-06-10)
There's nothing stopping Mark from putting a new price on the game, if he goes the Steam route. After all, the problem is that most people have never heard of the game, and Steam would certainly rectify that. Just take the freeware version offline(if it's still hosted) and you're good to go.

Mark's problem is that he doesn't know how to advertise. After all, he didn't even post a link here to his graphic novel that he's been working on for a year now. :)

Though I suppose Greenlighting a game does require effort on the developer, since you'd have to "advertise" the Greenlighting and make it presentable and answer people's questions in Steam and all that.

I still haven't given up hope, Mark deserves so much more than what he has gained from making such a marvelous game.
AlphaPrey (2014-06-19)
"
Mark's problem is that he doesn't know how to advertise. After all, he didn't even post a link here to his graphic novel that he's been working on for a year now. :)"


WOW, he's working on a graphic novel?! Perhaps he does need someone to help with advertising. Do you have a link, or is it still internal? Either way, if he ever happens to kickstarter it I'd definitely back it!

Honestly, TSE is a great series. And it could definitely fit a third game into it. But even without that, I've always thought TSE would be a nice game for a portable device. So porting it over to iOS/Android/Vita/3DS could be profitable.
Tiavals (2014-06-21)
Just google for it, should be easy to find. The Space Between.
AlphaPrey (2014-06-24)
"Just google for it, should be easy to find. The Space Between."

Just for the record, it was not easy to find. That said, it wasn't hard either. [color=white:e82df1fa3d]"Mark Pay" and "The Space Between" turned up nothing related, until I typed in "Mark Pay The Space Between graphic novel".

LINK: The Space Between
Tiavals (2014-06-25)
Oh, for me it's the first one search result. Shows you how different google search preferences are these days. :)

As for porting it to another platform, sounds like a lot of work. Although the user interface itself should work okay since it's pretty simple. Still, I'd suggest Steam first. Then again, it's not like that doesn't require it's own amount of work.
Mark Pay (2014-09-01)
Hi guys! Sorry for the long silence, I know it sucks. I've not had email notifications on for the forum so I've missed any recent activity.

Thanks so much for your support, you're all completely awesome. :D I hope everyone is well.

I would like to work on a third game but the odds are stacked against it right now. The last 5 years I've been working in IT, load testing websites. With a full-time job that's spent staring at code and data tables, coding really is the last thing that I've wanted to do when I get home in the evening. The indie scene has also exploded in that time, and there's so many great developers and games out there right now that trying to release anything into that whirlwind is intimidating.

TSE2 was rejected for Steam at the time. Going back to work on the old game doesn't appeal to me to be honest, as I find it painful to look at my old work, and now that I've made the game free I don't think it would be fair to try and charge for it again. I know I could step up the quality to the required level for a brand new game, but it would be a full-time endeavour with a significant amount of collaboration. Right now I have a mortgate and a pension and, much as I hate the daily treadmill of work, a regular paycheck gives great peace of mind.

Many people have suggested porting the game, but I don't think it's an option. It would require a complete rewrite, requiring so much work that you might as well make TSE3.

On marketing, I'm not completely ignorant of it but I do hate it with a burning passion. :D Just thinking about it makes me ill... I'm too self-conscious and self-critical to ever properly promote my stuff and mixing money and art has only made me unhappy in the past. I also lack the requisite body parts and lack of morals to market the Zoe Quinn way. ;)

The past few years I have been working on a graphic novel. I don't know if it's going very well but I'm enjoying it and it's been an interesting new challenge. I've certainly not lost any skills - I think I'm a sharper artist and coder than I've ever been, so I could jump back into games development at any time. But I don't want to get anybody's hopes up! The complete lack of any TSE clones in the last 5 years is disappointing though. ;)

Thanks again for the support and the suggestions guys. I'm still around, and I'm glad you are too!

Best wishes,

Mark
Tiavals (2014-09-07)
I find it impossible to understand why TSE2 was rejected by Steam, since it's lightyears better than most of the garbage there. Boggles the mind.

If your life situation ever changes and you do intend to make a third game, don't be too self-critical about it. Always remember that there are people out there who _know_ that you're a master at the craft.
claudio (2014-11-29)
[quote="Tiavals"]I find it impossible to understand why TSE2 was rejected by Steam, since it's lightyears better than most of the garbage there. Boggles the mind.
[/quote]

Second that.
I wanted to play some games again after some time away from gaming, so I installed Steam on my laptop, just to see if it would work on Linux (it does). But the selection was not that good.. I ended up reinstalling wine and Spirit Engine 1 and 2: they are still awesome.

Did they maybe mention what should be changed in order for the games to be accepted? I think that both TSE 1 and 2 should be on Steam.
AlphaPrey (2015-04-30)
It is crazy to think that it got rejected by Steam. How I imagined it was the game itself would be free but it would have the soundtrack to buy as DLC for $10. I've seen a couple of games do this so I know it's possible.

That said, I would be behind a Spirit Engine 3 all the way! Keep up the good work on your graphic novel too, I keep checking for when it updates. :D
Mark Pay (2015-05-03)
Thanks AlphaPrey! Sorry if this reply is a little late, I don't get mail updates from the forum so I only catch posts when I manually check for them. I'm still working hard on the novel but it's only possible to release a couple of chapters a year and I suck at making trivial blog updates. :) There should be an RSS feed for the blog to save you having to check too often.

Thanks again to everyone's who's recommended Steam. The quality of independent releases on Steam is pretty high, compared to what's available in the wild. I'm proud of TSE2 but I'm aware it doesn't have the polish or fidelty that is required there. They have standards and I think that's a good thing for their users.

I'd really like to work on TSE3 but man, it would take so much time and energy. If I had that to spare right now I'd go for it. Give me a few more years and it may happen. I'm a little disappointed that nobody (that I'm aware of) has copied the game mechanics. Dammit indie developers, stop making FF clones! :D

You guys are awesome, thanks again and take care.
drugon (2015-06-04)
Well I beleive that recently released (in early access still though) Darkest Dungeon has a pretty similar combat mechanics. Haven't bought this game yet, but I'm going to.

Ashes of Immortality Bad Blood is OUT!
Delmaschio

Delmaschio (2012-07-23)
http://img256.imageshack.us/img256/573/titleld.png

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Storyline

I told her not to get involved. I just want to go on record as saying, this is not
my fault. I warned her getting involved would be bad. She never listens
to me.

My name is Orlok Vladimir Dragonov, son of Konstantin Dragonov. I was
born in the town of Stoker some 230 years ago. When I was 23, I was to be wed
to my best friend, Elizabeth Crane. What I didn't know was that Elizabeth's sister had been turned into a vampire four years earlier. On the day of my wedding, my sister-in-law, determined to keep her sister single out of some stupid selfishness, killed and turned me. And that's my story. Kind of a downer, I guess.

Two years ago, a hunter named Simona Rinoldt freed me from a decade of captivity, imprisonment I have her father to thank for. We may have saved the world, I don't know.

Now we're here, in the Hinterlands, the land of Landis, the land of werewolves.
I'd kill every human I see just for a rolled up newspaper and a poop scoop.
Actually, I'd kill every human I see just for giggles, but then I'm a man of simple pleasures.

I kept telling her to stay out of other people's business. It doesn't concern us.
She never listens. And this is what we get for helping people. It's never just helping. It's always something more. "What's the worst that could happen", she said.

I'll try to remember those words when they execute us for regicide.

Screenshots

http://img14.imageshack.us/img14/1848/screen1jl.png

http://img502.imageshack.us/img502/4083/screen2zp.png

http://img526.imageshack.us/img526/203/screen3ld.png

Feautures
- Beautifuly composed soundtrack!
- Compelling yet humorous storyline!
- Play with the characters from the original game!

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Hearts of Chaos is OUT!
Delmaschio

Delmaschio (2012-08-26)
http://img835.imageshack.us/img835/1386/titleks.png

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Storyline

Birthdays are always days of change, even if we don't expect it. We get another year older, wiser, hopefully kinder and better, then we were just the day before.

Birthdays can change everything about you, and about the world.
Take mine, for instance.

I had no idea when my friends came to celebrate just how things would end. I had no idea that a day begun with cake and presents, would end with a journey to stop an evil I had never heard of, a legend I didn't know, from destroying everyone and everything I ever cared about. I didn't know that on my birthday, I would have to embrace not only my destiny, but all my potential destinies, all of our potential destinies. Now me and my friends are exploring lost ruins, soaring through the sky on forgotten ships, and facing down monsters that I can barely imagine, and can just barely survive, all to prevent the very literal end of the world.

Suddenly, getting older doesn't look so bad.

Screenshots
http://img685.imageshack.us/img685/1778/hocscreen2.png

http://img337.imageshack.us/img337/6866/hocscreen1.png

Feautures
-Customize skills with over 70 unique spells and attacks!
-Master 30 Classes!
-Take on evolving enemies that become more powerful as you do!


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Sons of Triskelion is OUT!
Delmaschio

Delmaschio (2012-09-25)
http://imageshack.us/a/img809/1291/titleic.png

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Storyline

The Arena- where men and beasts fight for honour, for glory, for their lives, and for the twisted whims of the ruling elite. Here, slaves and criminals are given a chance to repay their debts to society, or at least give the bored and idle rich a good show.

It is also a place of secrets, of great danger and intrigue. For one man, trying to win his freedom to find that which is most precious to him once again, it is a place of destiny, both for himself, and for an Empire.

Screenshots
http://imageshack.us/a/img201/802/sot3.png

http://imageshack.us/a/img411/1048/sot2.png

http://imageshack.us/a/img14/5325/sot1.png

Feautures
- Upgrade skills as you desire!
- Uncover the hidden agendas behind the Arena and the people who control it!

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Vengeance Road is Out NOW!
Delmaschio

Delmaschio (2013-02-10)
http://imageshack.us/a/img803/6751/vengeanceroadcoverart.jpg


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Strategy Guide Sample
Buy Full Strategy Guide! $6.99

Storyline

Gallagar used to be a fragile country, weak and without respect. That was until Queen Lilliana took the throne for herself. Slowly things started to change, the country became stronger, it now inspires fear into enemies. However, that was not without cost, in that long path the people were forgotten, Gallagar became a place of terror both for enemies and for those who call it home.

Sura, is a young woman, leader of an infamous group of mercenaries called The Night Sword, her only objective is to provide a good life for her brother while keeping him safe, they have both suffered by the hands of the Kingdom not unlike everyone else. What she doesn't know is that a Rebellion is coming upon the country, and she is to play a role of great importance...

Screenshots

http://imageshack.us/a/img541/3185/callumoutskirts.png

http://imageshack.us/a/img685/2700/maneatery.png

http://imageshack.us/a/img703/6362/phantomveincliff.png

http://imageshack.us/a/img51/1549/golathabyss.png

Feautures
- Side-Quests and Special Quests!
- Hidden Bosses!
- Hidden Locations!

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Strategy Guide Sample
Buy Full Strategy Guide! $6.99

A couple of unexpected glitches
Amemait

Amemait (2013-02-13)
This first glitch happened a few years ago, the first time I finished the game - which, may I add? Given as this and TSE2 is about the only game I play, the first game took me a few years to finish. It was worth it.

I got through to the final stage of the final level, while playing with Clara, Zephyr, and Samuel. I got quite stuck, so made an all-mage Party, and restarted the game for the fun of it, to see if there were any extra bits (I've still yet to play Eissford into the library, and I'm looking forward to that a lot).
I went back to play my save on the final level... when suddenly, my party turned into my simple little level 7 mage party.
For reasons which confuse me still, they were better at finishing the game than my high-level Clara-Zephyr-Samuel team. Turns out, chain magic really rocks. No healing, no bless, no nothing. Just suddenly!ChainMagic. Of course, this made me feel quite miffed with them when I later failed to defeat the Grundlekrunk on the first go...

Second glitch happened in my current playthrough (Peter, Pippa, and Mattheiu). I was going through World3, and hadn't gotten my skillpoints reassigned by Djan. As I'd had problems with the map immediately after the seahorses before (see above re: multimedia-fusion-app-meets-Win7 issues), I went back to the village and saved the game, now that I could speed-run to the other end of that scene and not have to replay against the seahorses. But I went back right before Pippa said she wasn't feeling good. Sped through to the other side, and entered the map, all without Pippa getting sick. Pippa continued through the level suffering no ill-effects, despite other characters telling her she looked ill. It certainly made the level go a lot faster!

Party Level Limitations
Amemait

Amemait (2013-03-05)
Playing this through with Kaltos, Charlotte, and Enshadu, set to 'Easy, Unlocked' for this particular post. Further posts may have other characters, but I intend to work my way up through the Normal, Hard, and Absurd versions as well (though I'm likely to continue with it unlocked), just to see if this affects the limits.

World 1: You can get to level 16. You may regret it. After level 14, getting to level 16 relies purely on one enemy in a whole line of random encounters. Have fun.

World 2: 21 before meeting the Aulder, 24 before reaching South Point Bastion, 27 after. Interestingly, Isabelle's own health rises, going up to 105, from 100.

World 3: The first stage, Silent Snowfields, is harder to get points in, but level 31 is attainable before even entering Underport. Don't forget to go backwards & collect the credit chest first though! You need to continuously get though almost to the bridge, then turn around, save, exit back to the menu, and restart from that point. I did say it was harder. Going back and forth, however, does enable us to take a good look at Mark's world again, and note the way the background isn't static, the mountains actually looking like mountains in the distance, the sky above with the sunlight streaming through the clouds, and, tellingly, the strange, twisting remnants of <i>something</i> hidden beneath the ground. Tentacles? The barest hint of a claw? Whatever could it be? It leaves you wanting more. It's these details which makes this kind of levelling up enjoyable, especially in combination with Josh's wonderful soundtrack. The best part is that levelling up in this way doesn't cost credits-per-save, which would have been frankly devestating to my plan. Level 27 takes out one of the enemies from your possible xp-givers; from level 28 onwards, you're again down to only one enemy, but at least these encounters aren't randomised.

It was at this point I hit upon the idea of levelling up my party along with my Fitocracy, as sitting around through the level playthroughs was starting to bother me.
Before fighting the Crone, you can reach level 34. Level 35 after the first time you've met her. Level 37 is automatic after your second battle with the Crone.

World 4: Porto Vale, Part one: You can get up to Level 44. I suspect that if you do some of the fights in different orders, it might be a different total, but level 44 is the level I'm sticking with.

World 5: Oh, the horror. I do not like this level. Not because it is hard, but because I first played through with Ionae, Denever, and PyanPau. Each of them has a specific interaction with members of the town, and it makes this level heartbreaking. Level 55 before the cloud child, 58 immediately after.

World 6: 64 before the Count. 65 immediately after. No enemies from this world after this point provide any XP.

World 7: Woohoo, Jungle level! 78 before reaching Mama Saga, 79 immediately after speaking with her.

World 8: Suddenly, a literal Spirit of the Engine. Now, no matter how much you grind in the first two rooms, you will still have plenty of work ahead of you in the Storage Room, and in the Upper Deck, because while the Monsters don't, for the most part, change, while the XP they give may have reached 0, you will find that the later versions of the same monsters return to dropping XP. Good for your business, gentle grinder, but not so good from the POV of complacency and your party's health. The Upper Deck offers more opportunity for higher level monsters, especially the Principle Armour (a name which confuses me) and the Crystal Contagions. Here too, Josh's deft hand with the soundtrack is seriously changed. While the start of the 'victory' tune sounds, it's followed by the echoing noises, the gentle glockenspiel, and the sudden horrible groaning in the distance. Something is not right. Your possible XP pool soon shrinks to just the Principle Armour, and let me tell you, you're going to regret starting this challenge, in the same way you regretted it when you started it. The Silent Snowfields have, frankly, nothing on this level. When your party hits 87, you have over 70 individual battles with the Principle Armour to fight. I suggest only doing the first one, then leaving the area, returning to the area, lather rinse repeat. On the other hand, it's a good level to practice your Spirit Fitocracy, so long as you instead do it immediately after your battle, not during (especially for situps). I have Charlotte in front here, equipped with the Ambassador's Ring, and as high as she can go on Lucky Lady. Charlotte is suddenly my Tank for this level. Level 88 before reaching the Engineering Breach. Level 91 comes after the first boss battle, the second grants level 92.

World 9: You will only gain XP from the first fight with Shana and her Riflemen; the remaining fights across the Longreach Plains will give you no XP. You face Batiste at no higher than level 96. Which is almost a pity, as you only need 5368 XP to reach level 97. I suspect that some of the enemy groups, if they'd given different results, might have narrowed this gap or more, leading to level 97 so long as the boss fights were done correctly, but that's purely conjecture. You gain an additional, final, 4 levels after you defeat Batiste, taking your final total up to level 100, and which makes me wish there was more gameplay left after that point.

Congratulations upon defeating the Spirit Engine.

Great game by new company! Black Home - Vermillion Monastery
Delmaschio

Delmaschio (2013-08-11)
http://imageshack.us/a/img856/7748/2w6w.jpg

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Storyline

The apparition of your loved one stands before you.
The rain comes down so hard it stings, and the lightning flashes to illuminate the
darkened windows of the decrepit monastary you stand before.

Inside this maze of ruins, is your loved one, lost, trapped, and alone. No one will
come to your aid. No one will offer you any support, or weapons, or tools, save
those you must find yourself.

Can you solve the mystery of the Monastary? Can you uncover the secrets contained within?
Brave the unknown terrors inside, find hidden rooms and secret chambers, and unlock the
mysterious past before the sun comes up, and you may get out alive!

Screenshots

http://img843.imageshack.us/img843/2944/3fsa.png

http://imageshack.us/a/img19/9013/4ymv.png

http://imageshack.us/a/img200/3991/il46.png

http://imageshack.us/a/img835/151/vnsf.png

Feautures
- Dark and Spooky atmosphere that will keep you on your toes!
- Hidden Items!
- Secret Areas!
- Two different endings!

Download Trial!
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Delmaschio (2013-08-14)
UPDATED VERSION NOW AVAILABLE!

Here are the fixes:

- MOST IMPORTANT, there was foolish bug where the well right at the entrance of the monastery teleported you to an advanced area messing up with the whole game chronology and functionality.

- We have created a new introduction scene to get the mood going for the game.

- Dialogues were made more objective and casual, they were shortened and made easier to understand.

- The overall visuals were lightened, so it is much easier to see the environment and percept what is going around you.

- The backtracking in the early stages of the game has been removed, the gameplay is much more smooth now.

Here is a link to the download and community, feel free to join the forums and post any questions, feedback you may have there as well:
www.valkyriagames.com

Valkyria Games.

Hunters Grimm is OUT!
Delmaschio

Delmaschio (2013-10-21)
http://imageshack.us/a/img46/8021/24qh.jpg

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Storyline

For Sarai and Nicholas Grimm, life is simple: find the monsters, beat the monsters,
take the money, frosty chocolate milkshakes and boring old research books for all.

But one night, one favour to a friend has set them on a path neither can predict.
An attempt at a selfless act has them branded outlaws, hunted by an old rival, and
trying to understand just what is happening alongside their personal hero.
What awaits them is the beginning of an adventure neither of them are prepared for.

Screenshots

http://imageshack.us/a/img823/5803/ss94.jpg

http://imageshack.us/a/img545/7917/gp2t.jpg

http://imageshack.us/a/img268/4593/zbqa.png

http://imageshack.us/a/img820/3007/092n.png

Feautures
- Funny and amusing storyline!
- Hidden Items!
- Secret Areas!

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Subterra is OUT!
Delmaschio

Delmaschio (2014-03-28)
http://imagizer.imageshack.us/v2/xq90/46/nvxa.png

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Storyline

Earth is nothing but a distant memory to humankind now. Subterra is they place they know as home, an underground world, vicious and dangerous.

When Dian is diagnosed with a disease known as "The Pale", Dryst, her brother and the Wielder, the only one who can use the ancient sword Mallbane to defeat the great evil Devordor who seals the entrance to Earth, will step up to his fate, to save his people and his dear sister.

Screenshots

http://imagizer.imageshack.us/v2/xq90/42/fp2f.png

http://imagizer.imageshack.us/v2/xq90/845/nbhd.png

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Wind Child Black is OUT!
Delmaschio

Delmaschio (2014-07-21)
http://i.imgur.com/7z3R77D.png

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Storyline

A gypsy farmgirl, looking for her lost sister.
An eager young soldier, looking for the approval of his father.
A noble pirate, looking for justice for his people.
A hyperactive beastgirl, looking for the key to her past.
A lovelorn immortal, looking for the answers to her abandonment.

Five souls, brought together in a simple rescue mission, to find and save one lone girl, find themselves pulled into something so much bigger than they had anticipated, so much larger than they know. Why are they opposed at every turn by an ancient sorceress? Why are they stalked by a vengeance-minded killer? How are the four greatest heroes in all of history connected? And is anyone who they say they are? Or who they believe they are?

As they explore a land founded by heroes and haunted by its tragic past, they will come to learn that they are more connected then they had believed.

Once they were strangers. Circumstances made them compantions. The journey will make them friends. Destiny will make them heroes.

The first chapter of the Wind Child Saga begins now!

Screenshots

http://i.imgur.com/8D8Sj6g.png

http://i.imgur.com/LKBFkav.jpg

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ASTERIA, New game by Amaranthia and Lone Wolf.
Delmaschio

Delmaschio (2014-12-14)
ASTERIA
http://www.aldorlea.org/pics/asteria01.jpg

$19.99

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This game is a collaboration between Amaranth Games (of Aveyond fame) and Lone Wolf.

SUMMARY:

What would you do to bring back the one you love?
He found his princess, his true love. And then he lost her to death. He did not give up. He fought the great dragon and won. Now the dragon must take him to Asteria, a place of magic, lore, and gods. With the right help, he hopes to restore the life of his true love.

Travel with Agro, our hero, and the great dragon Golagros. Defy gods, swim with mermaids, dance with ice elementals, and tame the sky, but beware of the Judges. They are watching.

SCREENSHOTS:

http://www.aldorlea.org/pics/asteria02.jpg
http://www.aldorlea.org/pics/asteria03.jpg
http://www.aldorlea.org/pics/asteria04.jpg

End-of-Game summary missing some skills
ADmiral-tse

ADmiral-tse (2014-12-15)
Today I finished the game and saved this text file:

"Statistics - The Wonderbolts ( Normal,Unlocked )

Ionae
---------------------
- S4-A Silverlock
- Robes of State
- Dark Whisper
- Skull Twist
- Rolling Ring of Skyfury
- Bramblechain

Musketeer's Health (13)
Aimed Shot x 610 (9)
Lucky Shot x 226 (11)
Flashbang x 186 (7)
Enpowder x 186 (5)
Black Bullet x 309 (5)
Smokescreen x 93 (2)
Powder Imps x 257 (5)
Lucky Lady (19)


PyanPau
---------------------
- White Staff of our Lady
- Impasse
- Musings on the Grand
- Vampyre Coil
- Priest's Hand
- Nightstar

Priest's Health (11)
Strike x 514 (9)
Heal x 378 (8)
Blessing x 379 (9)
Sprite Summon x 32 (2)
Aurora x 37 (2)
Wrath x 445 (13)
Trick x 6 (2)
Chosen (19)


Enshadu
---------------------
- Gravecall
- Light Plate
- Redemption Verse
- Ambassador's Ring
- Azure Blue Ring of Magic Protection
- Soul Couple

Priest's Health (11)
Strike x 419 (8)
Heal x 291 (6)
Blessing x 222 (6)
Sprite Summon x 23 (0)
Damn x 211 (14)
Aurora x 74 (2)
Wrath x 461 (8)
Chosen (19)


Total Time: 27:02:21
Battle Time: 14:2:4
Battle Time ( cycles ): 82602
Damage Dealt: 1221749
Damage Received: 955434
Number of KOs: 101
"


Now if you look closely, High Fire is missing from Ionae, and Staggering Blow is missing from both priests, even though I've certainly used those skills quite a few times!

I don't recall exactly whether the missing skills were present in the end screen, but I believe they were.

On top of that, Fortitude is called Musketeer's Health and Priest's Health respectively.
The Battle Time is also not formatted correctly, it should be "14:02:04".

This is on TSE2 version 1.05. Please fix soon :)

Still thinking of this great game
AlphaPrey

AlphaPrey (2017-06-19)
Every now and then, I'll be thinking of something, or playing a game or listening to a tune and something reminds me of this game. I keep thinking a portable version for smartphones would be great, especially how they've rereleased older games onto the app stores recently like Dink Smallwood and Baulders Gate. If you ever do port it, it might even motivate you to try make TSE3 haha!

I'm not expecting a response, as these forums are long dead, but rather want to make a statement and say thanks again for these two great games
:D
Sir Palamides (2017-09-20)
I would definitely replay it. Ans so would other people. TSE and TSE2 are gems. I am pretty sure that if they would be re-released on consoles or smartphones (or even steam for that matter)they would sell quite well. Not as well as those casual games but thats always the case with high quality games like TSE.

Still, I think it would still be worth it moneywise. With a multi-platform engine like Unity it would not even be a big deal.
Tiavals (2017-09-20)
I dream of the day it appears on Steam and gets the recognition it deserves, and Mark gets a truckload of money. I'm weird like that.
Mark Pay (2017-09-28)
Hi guys! It's amazing to see you posting here, thanks for the support! :D

Porting old Multimedia Fusion games onto mobile devices would be a long and painful process. It might even be impossible, as some of the plugins that were used are unlikely to work cross-platform. :( That's why I haven't ported TSE2 despite the interest in it. Back when I was developing the games, Windows desktop was the only platform that seemed credible for indie developers. Now of course there's so many opportunities with consoles, Steam, mobile devices, browser games etc.

I hope to get back into games development in the future, and when I do I'll make sure that any new games are developed with other platforms in mind.

Thanks again, you guys are the best!
devastator-tse (2017-09-29)
I've thought about trying out TSE1 custom builds since I have MMF1.5 and the plugins (thanks Wayback Machine!), but every time I usually go to compile the source for TSE1, it would take me to 'The Engine Of Wonderment' (a test level) instead of Char1,2&3's cutscenes :/

Perhaps I could try using CF2.5 Dev + the export modules--surprisingly, the old plugins required are available in the plugin store, though I haven't tried TSE1 with CF2.5 yet.

Discord server for The Spirit Engine
devastator-tse

devastator-tse (2017-09-29)
Hey guys! It's been 10 years since I've last posted on the forums, but I'd love to get in touch with some of the old members that may still lurk around these forums, heheh. https://discord.gg/tQGvmM2

I was also the person who did TSE1 world record speedrun ;)

Help me cultivate strategies for running TSE@? :o (Ick Thelloth is usually a speedrun build killer) :(

TSE2 Videos
Nillo

Nillo (2018-10-15)
I wonder how many people still read these forums? Hello to you! :)

I just posted a TSE2 video on my YouTube channel yesterday. I still think this game is highly underrated and deserves more recognition. So I'm hoping that posting videos of the game on my channel, and sharing these videos with friends, will help me spread the word about the game.

I'm also hoping to showcase some of the rare content in the game which you might only see with certain characters in your party. Even someone who has finished the game fully might not have seen this content. For example, in this video I go through all the possible dialogues that can happen at the start of Chapter 1. These are different for each combination of heroes (except for Ionae/Ferwin and Ionae/Charlotte which are the same conversation) and I was really impressed by how this is done in TSE2.

Here's a link to the video: [url]https://www.youtube.com/watch?v=1st8YQ2iTR8

Suggestions for future videos are welcome. I believe there's a similar dynamic conversation at the start of Chapter 4 which I will try to capture. I'm also thinking about doing a full playthrough of the game with high video quality and no commentary (I personally dislike those Let's Players who try to do the voice acting while playing the game...)

Any comments are welcome, and thanks to Mark & Josh for creating such a remarkable game :)
devastator-tse (2018-12-06)
"I'm also thinking about doing a full playthrough of the game with high video quality and no commentary (I personally dislike those Let's Players who try to do the voice acting while playing the game...)"

Please do a speedrun! :D
Akatosh (2018-12-12)
A speedrun to accompany the Let's Play could be sweet. Speedruns.org only has a single run right now. (Any % on Easy, 1:45:30)

How did you get it to record at a relatively high resolution? I've tried something similar but I could never quite get it to work.
devastator-tse (2019-01-07)
I was the one who did that 1:45 run! I've narrowed it down to 1:20 now: https://www.youtube.com/watch?v=fzViZV5fSyE

Look at this! A TCRF page for TSE2!
devastator-tse

devastator-tse (2019-01-16)
https://tcrf.net/The_Spirit_Engine_2

There's a lot of ground to cover :o
Mark Pay (2019-01-19)
Great work! Thanks for creating this page.

What happens when you survive the blob
devastator-tse

devastator-tse (2022-02-25)
Nothing interesting happens.

Some technical fun tidbits:

-The game barely acknowledges the blob as an enemy - makes sense, because it's not programmed like a regular enemy.
-The blob can never be 743 pixels away from the spirit - it will always clamp at 743 pixels away from the spirit.
-The blob moves 1 pixel every 0.1 second with Slower Battles turned off; 0.2 seconds otherwise.
-The blob captures, and thus disables your party rotation once it reaches 70 pixels away from the leftmost character.

The Spirit Engine game mechanics
devastator-tse

devastator-tse (2022-03-12)
This took several weeks to finish! I hope you enjoy! And consider joining the Discord!