Author Topic: trancehime presents: 茨心 -Thornheart- (RMVXA)  (Read 4078 times)

trancehime

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trancehime presents: 茨心 -Thornheart- (RMVXA)
« on: June 11, 2014, 07:56:15 AM »
presenting another atelier himegimi work

you know

from the person who made SNAAFU ADVENTURE

茨心 -Thornheart-

Thornheart is a turn-based RPG featuring an incredibly gratuitous revenge story. It focuses on the princess of a prosperous nation named Karuria and her older sister/guardian who are driven out of their home after the dastardly plot of another nation - Kryton - to assassinate their parents takes place in the dead of night. After escaping, the pair - princess Argenta and her sister Mu - decide they must exact revenge and go on a long journey to discover the real motives behind the plot, to seek aid for their revenge, and also to clear their name. Travel through many lands and gain the trust of people the world over so that revenge can be exacted on Kryton.

Characters

Argenta the Hunter Princess
Argenta is the heiress to the Karurian throne. All rulers of Karuria are expected to be first-class hunters, and Argenta is no exception - though one would suppose she is still training hard to get to that stage. She is a straightforward, passionate girl who can get rather nosy. She also has a bit of a kleptomaniac streak going on for her, which sometimes has to be curbed by her sister, Mu. She loves Mu as a sister but as the journey goes on, she finds herself feeling more and more attracted to her.

Mu the Asura
Mu, who is Argenta's sister, was born with a mark on her back that Argenta lacks, but their mother does not. This mark is that of the Asura - a lineage of warriors who are said to tap into demonic powers sealed within their blood. In order to fully utilize the power of the Asura, one must be fully devoid of emotions, including those of love. However, Mu had been taking care of Argenta and protecting her since she was very young. They grew up close together and Mu has found herself to be infatuated with the young princess. She tries very hard to try to come to terms with her emotions and keeps her love strictly on a family-basis, though this is starting to get incredibly difficult. For now, she tries to serve as Argenta's guide into the outside world, for she is more familiar as she has been going outside a lot more than her younger sister, due to the latter's obligations as the Hunter Princess of Karuria.

Supporting characters coming soon.



System

Battle System

Screenshot: <x>

Thornheart uses a typical turn-based, speed-based battling system. The box beneath 'Act' represents the icon of the action the player has chosen for a character, and the box below that one represents a cycling list of icons of buffs/debuffs currently placed on the character. Be forewarned as for a good majority of the game your battling cast is limited to Argenta and Mu. Other supporting characters who can join the two sisters are 100% optional and can be missed. However, if you can get them to join you, it will help greatly in the segment they are particularly involved in.

Tempering System

Screenshot: <x>

Certain equipment (but not all equipment) have five slots available for you to place certain ores, materials, and other objects that attach properties to them, which in turn grant useful properties to your characters. You can freely mix and match materials as you see fit in the menu. Materials can usually be dropped or stolen from enemies, or bought from certain NPCs. Sometimes, equipment that is tempered with these materials can be much stronger than equipment that does not have such tempering capabilities but has higher values.

Boost System

Screenshot: <x>

With 'Boost,' you can allocate 'BP' or 'Boost Points' to certain parameters to increase some of the statistics of your characters. You can tailor them further to their strengths or you can focus on their weaknesses; it is up to you to decide how you wish to customize your fighters. Some parameters may increase stats at the cost of others as well. 'BP' is accrued via levelling up, so the higher your level is, the more BP you have to play with. Temporary fighting members also can be customized in this way!

Skill Learning System

Screenshot: <x>

Skills are not learned in the traditional level up method. Instead, you must gain 'AP' by continuously fighting enemies. With your gained AP you can opt to learn skills in your character's skill sets. Argenta and Mu each have two unique skill "trees" to learn skills in, and some skills can only be unlocked by learning certain skills before them as prerequisites. The sets are:

Argenta:
  • Rose Edge - The hunting techniques that Karurian queens should know. Mostly physical skills and passives.
  • Enchant - The spiritual and magical techniques that Argenta should know. Includes magical skills of both offensive and supportive varieties.
Mu:
  • Queen's Art - The defensive and protective techniques taught to the Guardians of the Queen and the Princess, the Queen's Armor. Built for survivability and protection.
  • Asura Law - The fierce ways and path of Asura which allows Mu to tap into her demonic strength. Mostly offensive skills and passives.



Promotional Content

Demo Footage (warning: loud keyboard sounds)



Thornheart Demo (build 20140629) - 243 MB

Thornheart Demo (build 20140705) - 243 MB
Link: here

Doesn't include the RMVXA RTP, download it yourself



Changelog

Critical Bugs
  • Fixed a bug where you get a "Game Over" if Argenta is dead after the battle versus "Kryton Captain"
  • Fixed a bug where if you entered the area outside of the "Kryton Camp," you can no longer return to Venne Mire without finishing Kryton Camp
  • Fixed a bug where you could repeatedly fight Abyss Bahamut Okay apparently I made a mistake. Now it should be FINALLY fixed but arrrgh
  • Fixed a bug where you could get multiple copies of Vault Breakers
  • Not exactly a bug, but 2 of the passwords in the Factory got changed so you're no longer required to have Google-Fu
  • Pilfer Tables still not fully revised
  • Counterattacks still block physical attacks

Minor Bugs
  • Fixed a bug where a treasure chest that gave you a Flame Bangle indicated you got a Silver Spear
  • True Thorn Slash can no longer be used outside of battle :V
  • Fixed Neon Fang's description running off the description box
  • Sonya now correctly tells you the Cestuswood is to the East instead of the West
  • Ice Star's description has been properly corrected

Gameplay Balance

General Changes
  • Only two equipments should be able to be tempered: The Rose Tear for Argenta, and the Asura Armlet for Mu. The Asura Armlet can be removed at will if players wish to make space for another accessory slot, while Argenta is stuck with the Rose Tear and has 2 free accessory slots.
  • Many tempering materials have been toned down
  • Rose Quartz is now an accessory and has been toned down.

Argenta

Rose Edge
  • Pilfer's cost changed from 3 TP to 3 MP and 10 TP
  • Vulcan Storm should now properly deal damage (damage formula changed from 45 + a.atk * 0.3 - b.def * 2 --> 45 + a.atk * 0.8 - b.def * 1.2, hits 6 times instead of 8... )
  • Equip Gun no longer requires Twin Strafing to be learned
  • Crippling Shot no longer requires Sidewinder to be learned, it is also now exclusive to Guns
  • Magic Bullet Research level requirement changed from 20 to 15
  • Swiftness grants 10% EVA and MEV now instead of 15%
  • Volcannon Trap now costs 75 MP and 33 TP
  • Desperado now costs 70 TP
  • Sixth Sense now passively grants 33% CNT instead of 50%
  • Life Sprinkler now costs 50 TP
  • Roots of Darkness now costs 70 MP and 55 TP

Enchant
  • Doublesmash has been replaced by a new skill, Normalize. Normalize temporarily sets an enemy's resistances to 100% for 3 turns.
  • Increased MP Recovery now gives +2% MRG instead of +7% MRG

Mu

Queen's Art
  • Weapon Proficiency now adds +200% bonus HIT on attack instead of +100%, this is until I figure out how to properly implement ITE into the game
  • Hundred Pierce has been changed to have a more simple damage formula. Hopefully it works this time
  • Asura Lore, in the Asura Law tree, no longer requires Asura Teachings. This is because Asura Lore is required to learn Brandish Spear
  • Weapon Proficiency I now grants +1% CRI instead of +5%, and Weapon Proficiency II grants +3% CRI instead of +10%

Asura Law
  • Asura Charge now grants +15% CNT and MEV instead of +33%.
  • Triple Blow, Quadra Blow, Soul Crusher and Hell Gate Upper are now stand-alone skills
  • Burst Claw, Armor Ripper, Quelling Claw and Force Fist can combo only into either Demon Assault or Demon Frenzy
  • Fire Sealing Pillar's base Silence rate is now 80% instead of 30%
  • Deadly Frost no longer adds bonus damage based on LUK, now it runs off both ATK and MAT.
  • Shroud Edge has been completely reworked, adding bonus damage based on MAT * random(1~10) instead of doing 5% enemy.cHP damage.
  • Killing Aura now only grants a direct 50% boost to ATK and MAT instead of 250%
  • Shadowforce now deals bonus damage based on more HP lost instead of MP
  • Asura Lore now adds only 5% ATK passively instead of 10%
« Last Edit: July 07, 2014, 02:15:15 AM by trancehime »

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MatsuriSakuragi

Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #1 on: June 11, 2014, 07:58:08 AM »
I am intrigued! I don't know if I'll be able to take a look at the demo anytime soon but it looks quite nice so far :O

Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #2 on: June 11, 2014, 10:38:24 AM »
Very interested! Would be following this closely.

BT

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #3 on: June 11, 2014, 11:44:12 AM »
Estimated no. of gameplay hours?

trancehime

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #4 on: June 11, 2014, 11:57:55 AM »
Estimated no. of gameplay hours?

Not 100% sure of the gameplay hours, but I've clocked 1~2hours so far on casual gameplay testing and it's only been the start of the game so far and I've still got a long ways to go before actual completion. So I'd say probably anywhere between 7 to 10 to 20 hours.
« Last Edit: June 11, 2014, 12:01:39 PM by tranceko »

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Garlyle

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #5 on: June 12, 2014, 08:47:49 AM »
*leans in curiously*

I should sit my ass down and do up a promotional post or something for my own project Nah, I won't steal your thunder.  This actually looks probably pretty solid, and you've got the main stuff nailed down it looks like without trying to do way too much (which is a good sign!)

Tengukami

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #6 on: June 12, 2014, 07:58:03 PM »
Awwww yeah! Loved SNAAFU Adventure, and expect this will be at least as much fun.

Am I a bearded woodsman NPC in this one, too?

"Human history and growth are both linked closely to strife. Without conflict, humanity would have no impetus for growth. When humans are satisfied with their present condition, they may as well give up on life."

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #7 on: June 14, 2014, 01:47:05 AM »
This looks cute 'n fun. The relationship between Argenta and Mu is especially adorable. I'll probably try it out!  :D

Sweetness and love~ ♥

trancehime

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #8 on: June 16, 2014, 05:18:13 AM »
Hey guys, just dropping by here again to ask if people would like me to set up an online resource for Thornheart in-line with my demo for some gameplay details.

This would mostly be for criticism and assistance in improving the final game...

Thank you very much for your interest.

元素召唤 || pad & msl news translator robit
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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #9 on: June 16, 2014, 06:12:57 AM »
Eh, probably won't hurt to try. Might get more exposure too.

trancehime

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #10 on: June 20, 2014, 03:38:22 AM »


Be excited! Demo is coming soon. Very soon. Probably after SGDQ.

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Stuffman

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #11 on: July 01, 2014, 11:42:12 PM »
Okay, I've finished my second run and examined most of the skills and builds. Fortunately, it seems the balance problems don't run as deep as I thought.

It's a little hard to decide where to start, so let me begin by showing a functional but unoptimized endgame build I think is balanced. This will be our "control group".

Argenta:
Has all Enchant skills. All Boost points in Wisdom. No Tempering.
Huntress Edge / Red Hood / Magus Robe / Adventurer's Mantle
Rose Tear / Book of Thieves III / ProRing / Red Shoes

Mu:
Has all Spear skills and Asura passives. All Boost points in Strength. No Tempering.
Highwind Lance / Red Hood / Survival Vest / Adventurer's Mantle
Asura Armlet / Lucky Coin / Nemesis

At level 30ish, these two can clear random battles in Ryuko Cave in two rounds, but they can take a lot of damage and are susceptible to status. That's a pretty good benchmark for an offensive-minded build. So, I think the core gameplay is balanced.

So, with that matter simplified, it's easier to pick out the exact things that go over the edge. Here is a comprehensive list of my major balance concerns:

1) Tempering is broken.
As you get further into the game it becomes easy to mass a large number of items to Temper with. They're mostly innocuous on their own, but you eventually have so many slots to work with that the bonuses start getting enormous. If you're wearing three items that can be Tempered, that's 15 x 5~10% boosts to all sorts of things. It's easy to get things like 25% HP regen / evasion / crit, if you're dedicated you can get way more than that. You eventually wind up with so much elemental defense, evasion, regeneration, etc that nothing can break you outside extreme status fucking. Then there's the ones that give you like 20% to all stats, and you can get multiples of them...etc etc.

I think it would be wise to limit Tempering to only one equipment type - I think a nice idea would be to give Mu a necklace and have those be the designated Temper items. 5 slots max with Tempering items giving 10% to one stat / 5% to two, or a resistance, would be reasonable. If you can change the number of slots different items give, giving special weapons or armor one extra slot would be okay.

2) Pilfering gets you really overpowered equipment.
The items you can pilfer from regular enemies are frequently 2 tiers above whatever you can buy in the shops. A good example are the robes you can steal in the prison. You can trivialize a lot of the early/mid game this way.

But aside from getting equips much sooner than you should, some pilfered items are just totally broken.
- Magician's Eye, Rose Quartz: anything that doubles your damage really shouldn't exist, regardless of the drawbacks. Meguka Argenta doesn't care about physical attacks, she can just equip Magician's Eye and both Rose Quartzes and do 20000 damage with 2x Soul Beat :ohdear: If you keep the Rose Quartz in, it would be wise to both nerf the shit out of it, and make it an accessory instead of a Temper.
- Asura Helm / Asura Mastergrade Armor: Lategame, but they still make Mu into an unstoppable death machine. Way too good.

Boss steals should be interesting, but it's better for them to be gimmicky stuff that could be viable if you work your build around them. A lot of the boss weapons you can get are like this, so those are good.

3) Risktaker is broken.
Full investment in this Boost costs you about 20% of your HP, DEF, and MDF, but you get around 50% crit and evade. Combined with cloaks and passives (particularly with Rose Edge Argenta) you wind up with like 80%+ crit and evade. This is ridiculous.

4) Claw combos are broken.
But you already knew that. If you want to keep the combo thing, I recommend trimming a few skills from the list and arranging them so combos just consist of two moves. If it were up to me I'd arrange them into starters that have support effects, and finishers that do their ideal damage in different situations. For instance, the defense-lowering and paralyzing skills would be starters and the high-hp/ low-hp moves would be finishers. Stuff like Quadra Blow, which is extremely powerful by itself, shouldn't be able to be used in a combo. Hell Gate Upper could be reworked into a stand-alone move, I guess.

5) Infinite MP and TP.
MP and TP basically never run out thanks to low skill costs and regeneration passives. It's particularly noticeable for Meguka Argenta since she regens more MP each turn than her spells cost. This isn't a big deal for most skills since they're balanced around the idea that you'll be using them every turn, but some high-end stuff like Volcannon Trap really shouldn't be going off every turn. "Ultimate" skills should have their costs raised dramatically.



Those are the five major issues I think need addressing to "fix" the game. Everything listed below is just nitpicks.

- As a general piece of advice, be careful when handing out bonuses to stats like evade and crit. Remember, 10% evade is exactly as effective at the end of the game as it is at the start. That stuff adds up.
- Sword skills are kind of underwhelming, I think they're conceptually flawed. Fire Sealing Pillar silence rarely procs. Deadly Frost being powered by LUK is strange, since ways to stack LUK are very rare. Shadowforce is a poor final skill since Mu being low on MP basically doesn't happen. Fuukenshou is the only real reason to use swords, since AoE skills are uncommon in this game. Also, is there any particular reason swords boost MAT, aside from Haja Slash? I don't really understand what role swords are supposed to fill.
- Why does the final spear skill require most of the claw tree? D:
- It'd be nice if gun skills didn't require most of the bow skills, too.
- Killing Aura is pretty OP and should probably be nerfed. (On the other hand, it's totally rad. Mu throws away her remorse...)
- Doublesmash is wicked OP and should probably be removed.
- By default in RMVX, counterattacks prevent enemy physical attacks from hitting you, making it effectively stack with evade. You might want to look into getting the script that makes enemy hits still go through when a counter procs, because otherwise Sixth Sense is pretty broke.
- The Lucky Coin doubling your Sil gain is pretty extreme, and it seems like equipment prices are set with it in mind. (It does increase your target rate though, which makes it interesting, so I'm not complaining too much about being stuck using it)

Next, the bugs I managed to spot:
- Vulcan Storm doesn't seem to work (bows really need this to compete with guns, too)
- Hundred Pierce doesn't seem to work
- Shroud Edge doesn't seem to work correctly
- In the top right corner of the Set Tower, there's a chest that says it gives you a "Silver Spear", but it doesn't get added to your inventory
- The Neon Fang's description text runs off the screen
- You can use True Thorn Slice outside of battle (which does nothing but waste your HP :V )
- Sonya will tell you the Cestuswood is the west, but it's to the east.
- If you go into the basement of Ryuko Cave again after beating the boss, the scene and boss fight will occur again. (I realize this might be intentional for grinding the boss for testing, but I want those treasure chests down there!)
- The locksmith will give you another key each time you talk to her (which is pointless, but there it is)

And finally, some general suggestions.
- If possible, it would be good if running and skipping dialog didn't use the same key.
- The intro dialog could use some work. The exposition is bit awkward and Argenta's reactions are pretty weak.
- The prison could use a lot more polish, seeing as you can't talk to or free any of the prisoners.
- No comment on Nacht dropping Argenta's mom's knife?
- The third password in the factory is basically impossible to know. And unlike the second one, googling taxi cab numbers will just get you phone numbers. FYI it would be better to have the passwords be some kind of puzzle that can be solved entirely within the game (forcing them to actually do the math to get the constant would be a fine idea, for instance >:D )
- I like that examining every little thing gets you a quip from Argenta, but it seems to drop off after a few towns. Please continue doing this, it's very entertaining!
« Last Edit: July 01, 2014, 11:54:44 PM by Stuffman »

trancehime

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #12 on: July 02, 2014, 07:14:14 AM »
Quote
- Vulcan Storm doesn't seem to work (bows really need this to compete with guns, too)
- Hundred Pierce doesn't seem to work
- Shroud Edge doesn't seem to work correctly

please tell me how "they don't seem to work" instead of just saying they don't seem to work, because otherwise I don't know how to fix it. alternatively, give me your save file so I can find out for myself. i think i got it.

Quote
- Why does the final spear skill require most of the claw tree? D:

thematic reasons. also, it's meant to be a 'hidden' skill.
also equip gun only originally required Falcon Eye, Twin Strafing, and character level 10. That's... not "most of the bow skills." And the only gun skill that actually required a bow skill was Crippling Shot, because it was a Bow AND Gun skill. Until I changed it just now to exclusively gun skill.

Quote
- The intro dialog could use some work. The exposition is bit awkward and Argenta's reactions are pretty weak.
- The prison could use a lot more polish, seeing as you can't talk to or free any of the prisoners.
- No comment on Nacht dropping Argenta's mom's knife?

i'm not fixing any of this or story-related stuff immediately. i was in a rush to get this released by the end of the month.

Quote
- The Lucky Coin doubling your Sil gain is pretty extreme, and it seems like equipment prices are set with it in mind. (It does increase your target rate though, which makes it interesting, so I'm not complaining too much about being stuck using it)

equipment prices were set before i created the lucky coin.

but you already mentioned how broken stealing is, which is pretty much the reason why i made store-bought stuff pricey - to encourage stealing. i guess i'll change this.

Quote
I don't really understand what role swords are supposed to fill.

status infliction and giving mu elemental options which are otehrwise not found on spear and claw trees.
furthermore all sword skills include MAT in the damage formula except for some which I am revising so that it does.



will fix all this junk eventually.

nothing positive to add, though? that sucks.

« Last Edit: July 02, 2014, 07:51:34 AM by trancehime »

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #13 on: July 03, 2014, 04:47:32 AM »
Stuff already got a bunch of... stuff up, so I won't have much to add, but here it is. The only "major" bug I found was already resolved via IRC, so these are *mostly* relatively minor by comparison and should probably be low priority to resolve.

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

Gameplay Stuff:
-Not sure if intentional, but Mu is still able to retain Overload status even if the attack would lower he MP to 0 or past it. This effectively makes her invincible as long as she does not get one-hit by anything, and can even still use MP skills every turn if she has some form of MP regeneration.

-Pilfer costs 3 TP, but landing the attack gets back 2 TP, effectively making you suffer a net loss of 1 TP for a steal attempt, which seems almost inconsequential. Also not sure if intentional.

-Earth Spike, Icicle Dagger, and Crimson Bow all have a sell value of 0 (Intentional? Elemental weapons only?)

Aesthetic Stuff:
-Examining a teaset from above calls it a plate. This happens with the notes on the other table as well. See this image. This also has a similar effect on other tables in the game in general, where examining the end of the table treats it as if you were interacting with the item, but not the space directly next to it (See: This table in some of the inns.) I have no idea if this is some limitation of RMVXA but it just seems strange to me. It's otherwise harmless in terms of affecting gameplay.

-Argenta somehow launches an attack that was queued on the second Nacht fight after she was already beaten by Mu, who attacked faster in the same turn. Again, harmless but strange.

-Failing to escape says "However, *it* was unable to escape.". Should probably be "But, they couldn't escape!" or something.

-The guy playing the mandolin in the Antenor Pub has no description if you try to interact with him. Once again harmless, but seems odd.

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

I only played the game keeping Argenta and Mu's default weapon classes (Dagger/Sword), so I didn't try the other weapons very much that run. I might do another just to see how the other ones work, but I like sword's variability and the incentive to give Mu some MAT just so her skills power up. The HP costs for a lot of skills seemed intimidating at first, but a simple item with HP regen more or less nullifies the cost.

Unique boss steals are pretty cool! I didn't get them all, but I like how gimmicky they are, so they're definitely not for everyone, but great fun if you're one of those people. This was also a thing in Mario and Luigi: Superstar Saga and I loved some of the niche items you could get (Even though I never used 80% of them), but the option to change it up is nice. I admittedly did not go magic route for Argenta, so I do not know if the Rose Quartz is as crazy as it looks, but given how some of the temper mats that boosted even 10% of a stat really made the difference, I can only imagine with 100%.  But regardless, these steals need to keep being a thing - not required to beat the game at all, but you get something interesting if you choose to take the time to get them.

Overall, I liked what I saw, and I'd definitely take the time to test a new build if you get it done.

trancehime

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #14 on: July 03, 2014, 05:02:46 AM »
Quote
I have no idea if this is some limitation of RMVXA but it just seems strange to me. It's otherwise harmless in terms of affecting gameplay.

RMVXA quirk where if you interact with things on the opposite side of a table/counter you can interact with it properly even though there's no event on the actual tile you are in front of.

Quote
-Pilfer costs 3 TP, but landing the attack gets back 2 TP, effectively making you suffer a net loss of 1 TP for a steal attempt, which seems almost inconsequential. Also not sure if intentional.

Will be rebalanced.

Quote
-Not sure if intentional, but Mu is still able to retain Overload status even if the attack would lower he MP to 0 or past it. This effectively makes her invincible as long as she does not get one-hit by anything, and can even still use MP skills every turn if she has some form of MP regeneration.

Overload status doesn't get removed upon reaching 0 MP. Will be rebalanced to last on average, less turns.

Quote
-Earth Spike, Icicle Dagger, and Crimson Bow all have a sell value of 0 (Intentional? Elemental weapons only?

I got lazy on sell prices.

Quote
-The guy playing the mandolin in the Antenor Pub has no description if you try to interact with him. Once again harmless, but seems odd.

I didn't have anything witty to say about the interaction so I just left it as impossible to interact with.

Quote
-Failing to escape says "However, *it* was unable to escape.". Should probably be "But, they couldn't escape!" or something.

Minor and easy fix, will do it soon.



Re-build will be released sometime within the next couple of days. Will post a changelog of all the things I fixed as well.

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Stuffman

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #15 on: July 03, 2014, 02:40:18 PM »
Actually, I think giving pilfer a significant cost would be pretty annoying since sometimes you have to sit around using it for a long time to get something :V

The "cost" is that you're wasting turns trying to steal things.

Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #16 on: July 03, 2014, 07:02:56 PM »
Well the odd thing for me that pilfer actually does decent enough damage to beat up 98% of the stuff in the demo, critical pilfers even moreso. So I don't really feel that the turn is wasted in terms of progressing through the battle. Then again I actually went ATK Argenta and hardly any MAT.

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #17 on: July 04, 2014, 04:23:42 AM »
Well... I guess I'll wait to try the game once the changes are done.

Sweetness and love~ ♥

Bardiche

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #18 on: July 04, 2014, 02:05:44 PM »
I think with Pilfer, if the cost is equal to the gain, you're fine; the rest of the cost is your opportunity cost, since you could have been doing something to help you win the fight.

trancehime

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #19 on: July 06, 2014, 05:48:11 AM »
Uploaded a new test build accompanied with changes I've made so far and some that still need to be fixed. Thanks for your unending patience.

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #20 on: July 08, 2014, 04:10:50 AM »
(Writing this up at midnight blugh, grains of salt etc.)

Alright, I've played through the new build from start to finish on a new file, still running as Dagger/Sword Arg/Mu. I'm very satisfied with the changes need to far, and very little seems to be wrong, and I even tried being more meticulous this time in finding errors. Will probably test other builds tomorrow, but for now, this is what I have.

(Note: trance, I know some of these were mentioned last night but I'll just put them here so you can use it as a checklist. Wouldn't want to leave any stones unturned.)

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-The pot of Silmaryns at the beginning of the game never runs out.

-The Rose Quartz cannot be equipped to anything.

-The message when failing to run away still uses incorrect pronouns.

-This is a weird one. Spirit of Clover doesn't seem to run out. Ever. In fact, even if I beat or escape the battle, it remains as a status effect until I go to the Inn, die, or get healed in between an arena match! For something that well over doubles Argenta and Mu's LUK stat, I get the feeling this prooooobably isn't supposed to happen.

-Almost like the above, Spirit Coat doesn't seem to run out unless I die. The only difference is that it doesn't linger as a status after battle. Like Overload, it also doesn't seem to have any less of an effect when MP reaches zero, and putting it up essentially means all damage done to Argenta is halved for the entire battle. Running ATK Argenta means I don't have to care about having no MP, since Spirit of Hawk and high crit rate makes regular attacks exceptionally deadly, and True Thorn Slice doesn't require MP either.

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Was a little more careful to grind this time, so I went through the first half of the demo pretty easily.  Pilfer actually taking TP made me start taking... creative measures to get it back before a boss fight, but then I got Rose Force, and it was no longer a problem. I certainly noticed the lower damage, and I could no longer just pilfer-kill everything - which also in turn gave me more chances to steal from a boss before I accidentally killed them from failed steals, so that's good.

Without the massive array of tempered items, I was actually getting hampered by things starting from the mine, and I couldn't just spam run away with minimal penalty from their attacks. Though, those Revenants don't seem to do anything to me...

Anyway, this is good. The enemies actually doing some damage to me sometimes means I can't just blindly rush through the game and throw caution to the wind.

However, this all stopped at about Level 20. With the unstoppable combo of Overload, high AGI, potions/healing, and Killing Aura, Mu becomes an unstoppable shredding machine that doesn't even bat an eyelash to
Spoiler:
Alice's
Death Dance. As long as I stack her HP and AGI, Mu can usually outmuscle anything that can be thrown at her in the demo, and even use Killing Aura and just heal right back up to max from being hit, effectively getting the ability to 4-shot bosses with Haja Slash for setting up a few turns with no risk. Not to mention she can safely revive Argenta and then have her throw even more buffs like Enchant Soul 1, taking the ridiculousness to 11. As long as Mu can move faster than the enemy, she can safely reapply Overload and just be invincible for a few turns.

Other than that, I did encounter difficulty progressing through the demo this time, and I also have to mention that I loved
Spoiler:
Overlord's
new Houshougeki move. It turned the fight into something I should stack MDF for into something a bit more interesting.

trancehime

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #21 on: July 10, 2014, 06:41:37 AM »
Other than that, I did encounter difficulty progressing through the demo this time, and I also have to mention that I loved
Spoiler:
Overlord's
new Houshougeki move. It turned the fight into something I should stack MDF for into something a bit more interesting.

Houshougeki isn't a new move. She always had it. The AI is just set to use it less often than Aques. Same priority as Pox Nova, though.

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Re: trancehime presents: 茨心 -Thornheart- (RMVXA)
« Reply #22 on: July 10, 2014, 01:25:45 PM »
Houshougeki isn't a new move. She always had it. The AI is just set to use it less often than Aques. Same priority as Pox Nova, though.

...Interesting. She used only Pox Nova my first run, and I straight out never saw the move somehow. :rng: