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1.3 Overall Preview (Part 3)

Part 3: Abilities

Updated 6/13/2011

This is how abilities will look like at level 60, which is the cap level for “Lemorn Sword” since vers. 1. 3. This is a level 60 Healer’s Abilities screen (outside combat):

You will see that all casters make a higher use of their Mana. The reason is that learning abilities quite early in the game progress made their Mana cost ridiculous at higher levels; the Healer’s Mana in particular was never-ending, which in turn made characters kind of invincible as long as Traben or Eilnys could heal. I wanted to make it a little bit more challenging.

I wanted all classes to make wiser, more efficient choices when using their abilities, to save their Mana, and to adjust Mana cost so that it wouldn’t become ridiculously low when reaching higher levels. I’m using KGC_MPCostAlter (written by TOMY, translated by Mr. Anonymous; you can find the script either here or here) to turn Mana cost into a percentage of the character’s base Mana. Except, it then seemed unfair that those who had higher levels of Intellect > Mana Points would suffer from higher costs for their abilities, and made it pointless to increase their Intellect parameter using Talent Points.

The tag <MaxMPCost> means that the ability in question uses an amount of Mana depending on the character’s Intellect > Mana Points, whereas the tag <PropMPDamage> means that the effectiveness of the ability is also influenced by the character’s Intellect: as a matter of fact, the effectiveness of the ability is proportioned to its Mana cost. In other words: the Mana cost becomes the real and only multiplier to determine the effective damage or healing of the ability. So, higher Intellect > higher Mana_Cost > higher damage or healing.

For instance, “Hoimi” will heal about 538 * 17% (Mana Points) + Spirit Bonus +/- 20% variance, which basically means results can change slightly. That’s about 2856 HP healed by a Lv. 60 Traben (3079 total MP, reasonably talented and equipped – no buffs).

The effectiveness of these spells is based on the assumption that all characters reaching Lv. 60 will spend some of their  Talent Points to increase their HP up to 11280 (and up to 14280 if they also manage to be well equipped). Obviously, players might not do so, but later on I’ll be making enemies dealing over 11.000 damage, meaning that it’ll be just impossible to survive those battles without reaching the maximum Stamina. Yes, if you have less HP, healing overall will feel more effective, because it relies only on Intellect, not Stamina: compared to 9999 HP, for instance, 2856 HP is the 28,5% of maximum HP, with an 8,5% increased effectiveness. Since I didn’t want players to sacrifice too many  Talent Points on Stamina, at the expense of other stats, I made it so that HP increases by 50 every 2 points. Now consider that you’ll earn 460  Talent Points when reaching Lv. 60, so if Lauron reaches 7075 base HP, it means he’ll spend 168~170 TP (={11280-7075} /50HP * 2TP) to reach 11280 HP. 168~170 TP, compared to 460 is low enough, so it doesn’t feel like sacrificing too many points. Also, consider that 460 are the TP earned only through leveling, excluding those Talents rewarded by Quests, my guess is around 714: see Quests Overhaul.

Running some tests, as intended, “Hoimi” should heal about 20% of total HP, which means that 2856 is the best to achieve. Mana cost increases for higher ranks of spells: for instance, “Behoimi” will spend 22% Mana with a base of 783 (results around 5712 – 40% of total HP healed), while “Behoma” will spend 28% Mana with a base of 923 (results about 8568 – 60% of total HP healed). Also, don’t forget that healing spells can produce critical hits (using Custom Damage Control  by Yanfly) since vers. 1.2.

Applying these changes and increasing Intellect, it became significant to add a few ways to recover Mana, both in and outside combat. Apart from potions and items consumable outside combat, Healers and Mages can cast “Mahotora”, absorbing Mana from their enemies, while almost every class has “Mana Restoration”. Some other classes (like Guardians) can use “Mahoageru”, which transfers 24% of the user’s Mana to one ally. Don’t forget that Mana Potions can be crafted and brought to battle.

The tag \CHARGE[…] adds cooldowns to the game (it’s Modern Algebra’s Recharge Skills, you can find it here). Every ability takes a specific number of turns to recharge and can’t be used before then, unless casting “Meditation”, which refreshes all remaining CDs at the cost of removing all beneficial effects from the target. Healers get a small discount, of course, so that they won’t run out of healing spells. It also means that there is no action that can be performed twice, apart from normal attacks, which makes battles more lively.

Later on in the game players will obtain some pieces of gear to wear that will reduce the time for abilities to recharge even more (see above: the tag “\RECHARGE[-1]”). It also means that a Lv. 60 Healer will be able to cast “Hoimiat every turn (although, see 6/13 Update). Now, spending 17% Mana at every turn, healing about 20% HP every time, means the possibility to cast “Hoimi” 5 times (100% HP), without recovering Mana in any way. For example, depending on the damage dealt by the enemies, Healers could simply cast “Hoimi” at every turn, on the most injured party member and then use “Mana Restoration” every 5 turns (“Mana Restoration” immediately restores 41% 32% MP, and another 22% over time). Obviously, 20% HP healed isn’t that significant, since enemies will deal more damage than that at Lv. 60, but then again, since Healers are also pretty strong on Haste, so they’ll very likely make the first move and be able to keep everyone alive.

Last but not least, you can see above the Lv. 60 Mage’s Ablities screen (outside combat). It works exactly in the same way: except, these are damaging spells, not healing. For instance, “Mera” will deal a base of 476 * 9% (Mana Points) + Sp. Bonus +/- 20% variance: that’s about 1559 fire damage at Lv. 60; “Merami” will deal a base of 634 * 18% = roughly 4657 damage for a Lv. 60 Mage; “Merazoma”: 1318 * 26% = about 11620, excluding the buff provided by “Greater Intellect”, the enemy’s weakness to elements, critical hits and critical bonuses.

The only CON to the system is the resultant uselessness of Spirit, which will no longer play any role in the process of calculating the amount of damage and healing, not even as a “Magic Defense”, like it used to. Of course I’m looking for a solution to this issue. I’m considering requesting a Script which will take a percentage of Spirit and turn it into Mana Regeneration after every turn.

So now Spirit will provide, instead, Mana Regeneration at the end of every turn. More precisely, 25% Spirit = amount of MP regenerated. You can read this topic to see how I’ve resolved the issue.

  • The Mana cost of all abilities, when equal to zero, is hidden (Hide 0 MP Cost, JFace, edited by modern algebra).
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LS 1.3 Gallery

I know it’s been too long: I was hoping to release a new version of the Demo much before, but I’m still experiencing some compatibility issues, since I’m using quite a lot of Scripts. Quite surprisingly, the major problem I’m having right now is related to one of the only features in the game achieved through “eventing” rather than scripting, which is “Ruura” and Ruura Stone. (Solved: the feature will be definitely present in LS Demo 1.3).

I’ve also updated some of the features present in the gameModern Algebra recently published a newer version of his Quest Journal, which was just too good to be ignored: that means I had to rewrite almost every quest and event in the Demo, apart from the actual implementation of all quests’ data.

Another thing that’s being delaying the release is that I wanted to add more game content to play: but then the point I had in mind is rather far from where I am right now, which means it would take even a couple of months to be completed.  It’s already been so long since the release of LS 1.2, I’m considering to release the Demo as it is now. I don’t like release dates, but of course, if that’ll be my choice, you’ll be able to download LS 1.3 either this week or next.

For now, I’m going to publish a few screenshots for LS 1.3 — more will be uploaded along with the Demo. Please Right-Click and “Open in a new window/tab” if you don’t want to leave this page.

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1.3 Overall Preview (Part 2)

Part 2: System

1) Scripts:

Leomorn Sword” is using 18 new Scripts since vers. 1.3. Here’s a quick list.

  • STRRGS2 Archives, and STR08STR14STR22STR27STR20 in particular. STR08 allowed me to make events that become visible as the player approaches them — they can’t be seen otherwise. STR14 let me input strings of text to be temporarily shown on the screen and to move from one side of the screen to another: particularly useful when adding tips to the game, like: “Hold down SHIFT to run” and so on. You can read this post: Messages, Quests, Items, Music 1.3 to see how I’ve used STR22STR27 and STR20 — then again, they changed a few visuals of the game, keeping the existing core;
  • Recharge Skills” (modern algebra), “KGC_MPCostAlter” (TOMY) and “Hide 0 MP Cost” (Jface). “Recharge Skills” (modern algebra) adds cooldowns to the game: there is no combat action, apart from normal attack, that can be performed twice, all abilities take a specific amount of turns to recharge and can’t be reused before then, unless casting Meditation first. You can see Abilities Preview 1.3 for a more detailed description of these features;
  • Speed Save Option Snippet” and “Set Actor’s Max Level Snippet”(Jet10985): the first one adds a hotkey (F7) to open the Save Menu quickly on the map, without entering the Menu. The second one sets the cap level you can reach, which is now Lv. 60 from vers. 1.3;
  • Adjust Shop Prices  Ver. 1” (MirnKaya): this Script let me modify Shop Prices. This change was needed to adjust prices according to the player’s level. As the player possessed more gold, later on in the game, some prices became obsolete;
  • Trickster’s Caterpillar” (Diedrupo) replaced Woratana’s Caterpillar that was causing that bug in vers. 1.2;
  • Weather Script VX” (CcoaAgckuu Coceg). This is a very popular Script right now: it adds a lot of weather options that are created automatically, like falling autumn leaves, floating ashes, emerging spheres of blue light, etc. or the possibility to add automatic thunders during storms;
  • KGC_ComposeItem” (TOMY): you can read the related article about how I’ve used this Script: Item Crafting (1.3);
  • Animated Title Screen” (Hanzo Kimura, Speed);
  • Added State Effects Options” (LoganForrests): it extends the State functionality to allow the creation of a diverse number of states that simply aren’t available in the database without relying on heavy event scripting in battles;
  • Update Action Orders Per Action” (LoganForrests): forces the turn order to be redetermined each time a battler makes an action. Thus, speed changes (such as via Haste/Slow like skills) will affect the order a battler makes their action during the action order execution process;
  • “Temporary Stat Boosts” (Shanghai): buffs are cleared after battle and everything returns back to normal;
  • Updated: Quest Journal (modern algebra).

1.3 Overall Preview (Part 1)

Part 1: Database

Updated 06/12/2011

1) Actors/Classes:

Each parameter curve has been adjusted for all actors, according to their class. There are currently 6 classes since vers. 1.3: Apprentice, Guardian, Healer, Mage, Warrior and Warlock. Each character will need to concentrate on some parameters at the expense of others, it will be important to know how to spend your Talent Points: obviously, their parameters will increase in any case, so you will have to choose between balancing your characters and maximizing their traits.

  • 1.1 — Apprentice > Guardian.
    These are “twin” classes, as theorically one will lead to the other, which means that they ultimately result quite similar, both as parameters to enhance and the abilities that they learn. These are also the only two hybrid classes present in the game: they are not entirely melee, but they are not really specialized casters either. Apprentices will learn the same abilities of Guardians until Lv.  30, only a few levels later.
    Of course, as casters, they may be a little underpriviledged, but then again, spending your Talent Points you can easily make them quite more powerful, just don’t expect them to become ever as destructive as Mages. Generally, they will both care about Attack Power and Stamina, then Intellect, then Spirit. It also means that all characters belonging to this class will have higher values of these parameters: Attack Power (A/A+) and Stamina (A). Their buffs will be: Baikiruto (which doubles Attack Power, single target); Magic Barrier, Barrier and Mahokanta (this one casts magic attacks back to the enemy).
    The special ability of Apprentices, since it’s the main character’s class, will be later on in the game to choose to which class to upgrade. This will happen around Lv. 30.
  • 1.2 — Healer.
    This class will be the only one handling almost exclusively with treating spells. Healers will learn all different stages of healing spells, no matter how long they’ve used them for. So Hoimi, Behomaraa, Behoimi, Behoma, Behomazun (OD). They will also learn curing spells, like Kiarii (removing “Poison”), Kiariku (removing “Paralyse” and “Stun”), Zameha (removing “Sleep”), Kiararu (removing “Confusion”), Shanaku will remove all other Status ailments. The parameters they’ll need to concentrate on are mostly Intellect, Haste and Spirit. These are also their highest starting values: Intellect (A+), Haste (A) and Spirit (A). Haste determines the action order during combat; in order to save their Party, Healers should make the very first move. The buffs belonging to this class are: Piora/Piorimu (that will double a single target’s/the whole Party’s Haste), and Float (which will make the whole Party floating, increasing their resistances to Earth and Wind).
    Healers also have two special abilities. The first one is Monkey Form, that transforms them into monkeys, increasing their Haste. Their second special ability is Ranaruuta: this spell will turn the day into night, and the night into day.
  • 1.3 — Mage.
    Quite intuitively, Mages will deal elemental damage, they will learn all ranks of destructive spells, no matter how long they’ve used them for. Fire, Ice, Thunder, Water, Earth, Wind and Holy will give Mages a lot of spells to cast. For instance, Merazoma, Iora, HyadainUltima etc. Mages will need to keep their Intellect very high, as this parameter determines the damage and the effectiveness of their spells (see: Abilities Preview). Their starting values will be  very high on Intellect (A), then Haste (B+) and Spirit. Their buff will be Sukara/Sukuruto (these will double a single target’s/the whole Party’s Defense), Magic Barrier and Greater Intellect.
    Mages will also have their special abilities. 1) Ruura: this ability teleports the whole Party to previously visited cities, towns and villages (see: Ruura” and “Ruura Stone1.3). 2) Parapunte (OD), which will enhance the whole Party with all beneficial effects, 3) Madante (OD), which consumes all MP to do massive damage to all enemies.
  • 1.4 — Warrior.
    This is a common melee class, specialized in heavy armor and physical attacks. Warriors will have higher values of Defense (A+), Stamina (A) and Attack Power (A). Their buffs will be Baikiruto and Sukara (see above). They are meant to be more resistant than others to anything, so that they may prevent the player from “Game Over”, but they won’t have much more than some special physical attack. (So, for instance, they will combine the Special Attack (OD) and the Fast Attack (OD) both of which leading to other Overdrive techniques). It is more like a supporting class.
    Warriors have 3 special abilities related to their resistance: 1) Invincible Shield; 2) Lifeguard and 3) Damage Wall.
  • 1.5 — Warlock.
    Warlocks are the new class of “Leomorn Sword1.3. Overall, they deal unholy, shadow damage, and their abilities are all shaped in absorbing life and energy from their enemies, poisoning or confusing them, or to decrease their Defense, their Accuracy, their Haste, etc. Warlocks can become really powerful, later on in the game, as they will learn Demi and Zaki. The first one will cut the enemy’s life points by a specific amount, which is about the 48% of the remaining HP, while Zaki will attempt to instantly kill the enemy – obviously bosses will be immune to these spells. Warlocks have one buff, at the moment, which is Greater Intellect. Like Warriors, they are more like a supporting class, because they are meant to weaken the enemy.
    Anyway, they do have a couple of special abilities: 1) Expose, which will increase all damage dealt by 20%; 2) Trouble, which will pass part of the damage dealt on all enemies, when hitting “exposed” targets.

2) Abilities:

See Abilities Preview 1.3 to check all the changes regarding abilities since vers. 1.3. Overall, Abilities are now 86.

3) Items:

The only major adjustment is due to the Item Crafting system.

4) Equipment:

All of the equipment has been redone. There are currently 85 items belonging to armors and 33 belonging to weapons. The main features of this system are: first, that the equipment is now related to classes, meaning that some items will increase parameters only useful to some characters, according to their class. And second, that you will be able to check the item’s rarity by looking at its color. Green items will be “uncommon”, blue items will be “rare”, and purple items will be “epic” – these can only be equipped once you’ve reached level 60, which is now the cap level for “Leomorn Sword”. Some vendors will sell green items, but blue and purple items can only be obtained from enemies – and “bosses” in particular.
Some names for these items were created automatically using these generators: Serendipity; Seventh Sanctum; Voidstate’s Exalted Name Generator; Donjon.

5) Music:

As I’ve said elsewhere, all songs in the game are now original. Special thanks go to:

“Ruura” and “Ruura Stone” (1.3)

Ability Screen; Ruura

This feature might be removed from LS 1.3 because it’s not working properly.

Ruura” teleports the Party to previously visited locations. Later on it will be possible to set where your “home” is. It will become increasingly useful when you’ll need to hand in quests that led you far from the current town. The ability can only be used outside combat, and since it can be used anywhere and anytime, its Mana cost is pretty high (currently 85% of base Mana), meaning that players should almost have their Mana full in order to teleport back home. This ability can only be learnt by Mages (currently at L. 13 15): but, as long as the Mage in question is a member of the Party, all members, active or idle, will be teleported, obviously.

Ruura StoneRuura Stone; Home Set
The “Ruura Stone” works exactly in the same way, being merely a stone imbued with “Ruura”: except, it is not an ability, it’s a consumable item. Players can only carry one stone at a time, but once they’ve used it, it can be retrieved from the same NPCs that gave you the stone in the first place. (Since I don’t want players to be silly, using stones continuously, I’ve added a “Conditional Branch”, checking that you are at least in a different map before you can reuse the stone or the ability). All this can be very easily achieved without scripting.

Credits: Stalepie (Tutorial); Old House Icon.

Item Crafting (1.3)

Item Crafting (1.3)

Because vendors aren’t selling anymore potions in “Leomorn Sword” since 1.3, and as the drop-rate for HP” and “MP” Potions has been slightly reduced, new ways were needed to provide players with these essential items, and to give food and drink more “usefulness” in the game. So I decided to add this Item Crafting System (1.3), so that players could create their own potions after collecting the required materials.

KGC_ComposeItem, which can be found here, is very easy to use and to customize. Basically you can see above the list of the items that can be crafted (on the left: recipes), and the items needed to create them (on the right, materials/ingredients): it also shows how many of those items you already possess (Like HP” Potion: 1/2, meaning that one is required, two are possessed). There is going to be a vendor in every village, town or capital city. Players can obtain the ingredients anywhere: as a matter of fact, some can be bought from another vendor in town, while others can only be looted.

Later on, in the game, I’m considering to add more recipes besides potions, flasks and elixirs: pieces of gear could be crafted in the same way and there’s no reason why they shouldn’t be.

Messages, Quests, Items, Music (1.3)

For Demo Version 1.3 a few aspects of the game system and the graphic interface have been improved. So here’s a quick update.

1) Message System:

I’ve always wanted dialogues to look more lively, and speech bubbles add something unique to the appearance of messages. I could achieve this using some of the scripts found in this archive. (To be more precise, I’m using STR22). Also, the script allowed me to insert icons during messages, so I could make any request clearer: players should know the “look” of the items they’re going to search for if they choose to accept quests.

2) Quest System (1.3):

The Quest system hasn’t changed much, but whenever players accept any quest, a new wider text will appear in the middle of the screen, and so will the “EXP” pop-up, when players meet all the requirements of the quest. I used STR27. As you can notice, the graphics of water have changed as well, to match the new “Coming-of-Age Day” tiles (vers. 1.2). See also: Quests Overhaul.

3) Items:

Whenever players got items, they could only see the pop-up icon appear, whereas now they can also read the name and part of the description of all the items they get at the bottom of the screen. (It also works with more than one item). I used STR20.

4) Music:

In order to make the game feel more original, I’m also changing all the songs with original pieces. The process might be long, but it is definitely worth it so far. These songs are taken from First Seed Material (see Links). You can find the full Credits at the bottom of this post (5 — Music).