I wasn't going to ask you specifically to start from the beginning again, but admittedly, I'm glad you did :)
Was the Edge tutorial battle length increased (or given a set goal?) I noticed that it didn't end as soon as I recall it before. (Since I don't recall Edge ever using Burn.)
He uses burn if you don't use Fight within the first three (or four?) turns. It's always been that way. Then you have three or four more turns until the battle ends. Basically, you have a limited amount of time to get the one-chance-only Emerald ring. It's not a difficult steal, but not a guarantee, and if you're not trying from the beginning, you might miss it.
I also have to note I like the expanded backstory on the Chocobos. When you originally set it up it seemed a bit wordy and out of universe, but this new setup fits perfectly with the arranged storyline and the Big Chocobo's mission.
The idea of the Fat Chocobo being a "national treasure!" works really well with Edge's greediness, haha!
I
kind of wish I had made his greediness a bigger part of the story because of all of the off-handed references, but I also kinda like that it's just a part of his personality casually peppered into the story.
Oh ho! Looks like you have Cache working now. That bag graphic is nice!
I finally got to the point in playing through where I needed more space in my inventory, so it seemed like a good time to finally put cache in. The bag graphic was actually quite an ordeal... As I've said many times before, I'm no pixel artist, and finding a stock 32x32, 8-color backpack graphic online was no small feat. Then there was figuring out how to replace the fat chocobo there...
And the fact that it has a different message when called from the world map vs. Being called from a location map.
Sheesh...
I like the result, though. Glad you approve :)
So the Training Room is complete in this version, let's give it a look over..
I love the dialogue on the old man who explain the Experience and Enemy Level Up Systems. This is also enhanced by the Clock on the wall.
Thanks for noticing. That was exactly the intention!
Moogle Enthusiasts? This must relate back to the Mog Sidequest you were talking about a while back.
I actually haven't put moogle enthusiasts into Baron or Mist yet, because the availability of the moogle side quest is still so far off, but the intention is exactly the same as it's ever been...
So you've implemented in the terrain based encounters now as well? Neat!
They've been there for a while, actually, but the opportunity to explore multiple terrains in the world map has been minimal until very recently.
By "enemy leaders" he's referring to Bosses, I imagine? Or are there some encounters that have a leader with one-time steal rare items as well?
No, it's bosses, but saying "bosses" in the context of the game breaks the fourth wall a bit, I think...
The Limit Skill tutorial is rather neat, good work great use of sprite animations.
Thanks! I struggled with figuring out how to make the "limit victim" constantly "attack" so that that little interaction made sense.
Party might forget whose turn it is? What does that mean?
I discovered through quite a bit of play testing that using x to defer a lot can occasionally expose a bug that makes characters defer when you don't want them to. Mostly this happens when you're trying to spam the limit breaks. Honest players will see it rarely at most. It's just a warning that it's a thing that might happen if you abuse it.
Well I pressed every part of the wall I could, but I couldn't find a way to open that secret door. I may have to look a little more acrefully.
Huh... There must be
some way to get in there...
;)
Hmm, new enemies in Agart this time around (well I mean, "new" as in a greater variety. Can even steal FireBombs from the SandMen, hah.
I guess I didn't mention yet that I did adjust the stuff that can be stolen from monsters. Also, a successful steal now yields the
third item in the steal table, thus allowing for more incentive to steal from regular monsters but still allowing them to give a rare drop.
You can steal Cure2 from the Larvas... is that intended?
Yup. They're pretty rare this early n, and you pretty much have to steal from
everyone (or know ahead of time) to figure that out.
Hmm, Imp Hit didn't actually seem to deal any damage.
It doesn't have 100% accuracy, but if it lands at this point in the game, it can make things pretty tough. Heh... Just wait til you have Rydia and you're facing Imp Caps!
That new Kunai graphic looks great!
Thanks for pointing out why it wasn't working before!
The fight with Ifrit felt like it took a bit longer than it did last time. I'm currently seeing if it's still possible to solo, and while it is difficult now that you can't grind to overpower the enemies, it is doable in Agart. (Also selling the Emerald ring might help, but I'm not so...) The Bomb without two levels under your belt is instant death from Explode without doubt though. It took a couple of tries to get through it all.
Yeah... I've never tried to solo, but I imagine it's possible if you spam stealing appropriately. It would definitely make battles like the bomb miniboss tougher, but remember that explode deals damage equal to the caster's current HP, so hit first,
then steal would be the better strategy, I'd say.
As for selling the Emerald ring... That's exactly the scruple I want the player to face. I mean, it is a terrible piece of equipment, but it sells for, what, 5000 GP? But you only get
one. Ever. It
does have a purpose down the road. That's a promise.
I did increase Jinn's HP a bit. With two characters, it should require three "cool downs"before it's over. Unless you spend too much time trying to steal...
One weird thing that happened during the fight with Ifrit though, when I stole from him the game stopped displaying its message box. The message boxes were still working but not for Steal.
Ah, that's the reason why... It seems like he has a guaranteed Job Card drop. Interesting, I never knew it didn't display the message.
Me neither. I was confused about that, too, but in the end it was more important to show the player that Job Cards are expensive but
not impossible to come by. I want players to feel free to explore the benefits of different hired characters.