[RPG Maker] Daughter of Essence [New Content Update!]

The place to post non-Flash projects such as RPG maker games.
Forum rules
This forum is for posting and collaborating upon third party work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.
When posting content, please consider including a screenshot to help users to see what a game is like.

Re: [RPG Maker] Daughter of Essence [Big Update 3-24-18!]

Postby IndoorMinotaur » Sat Apr 28, 2018 10:24 pm

Image

Hi folks, we got our latest weekly build up in the wee hours of this morning!

This week sees a continuation of Mercy's detective-work in Esterholt, and she's finally starting to peel back the layers to reveal the ugly truth of the place. There's also a bit of a reveal about the story behind her eyepatch (finally), so I've been excited about that.

One thing I was starting to feel conscious of in Esterholt was the ratio of talking and investigating to combat/gameplay, so I've started taking steps to pace it out a little better. You'll see more of that in the coming weeks.

I'm expecting next week we'll sort of grapple with the end of the chapter, trying to pin it down. We may not be completely done with Esterholt, but I think we'll see the sort of climax & denouement of this particular arc. A little tidying up after that, and we'll be ready for another public release in no time.

You can try the public build right now at https://www.patreon.com/indoorminotaur.

Thanks for checking us out, and here are the latest patch notes:

Version 0.31.1 - 4/28/2018

Added “seekers”--finite random encounters--to Esterholt
Advanced Esterholt plot even more (getting close to the end!)
Finally learn more about Mercy’s eye (!!!)
Adds eyepatch-less sprites to the game
Touched up and added to the shapeshifter scene art
Added new written NSFW scene (F/F/M, Toys)
Added Old Esterholt area
Added Lord Balgruuf’s quarters
Made minor revisions to the Heimrich/Marianna scene
Revised some of the dialogue added in 0.30
Fixed an accidental text cut-off at the end of the M/M scene from 0.30
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 3-24-18!]

Postby IndoorMinotaur » Sun May 06, 2018 1:19 am

Image



Hi everyone, we've wrapped up the latest builds for the week, and in doing so, we've wrapped up the story in our current chapter! There are a few odds and ends we'll touch up next week, maybe see what we can add in, and then it's off to the next chapter!

I don't have a lot of concrete plans for the next chapter (I tend to work off a loose storyboard of the whole plot and plan small chunks of the future at a time), but what I can tell you is that it's going to be a lot different from Esterholt.

I had fun working on Esterholt, but I'm also glad to move on from what has definitely been the darkest portion of the game so far. If you're interested in checking us out or downloading the game, you can do both here.

As always, thank you for playing, thank you for your support, and we hope you enjoy.

Nym


Version 0.32 - 5/4/2018

  • Concluded the story for the 4th Chapter: Esterholt!
  • Added a lot of new conditional checks for dialogue based on different paths
  • Added new art to the Heimrich/Marianna scene
  • Tweaked a few combat animations
  • Fixed a couple of portrait errors
  • Fixed the battle background in the upstairs manor
  • Fixed some typos
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 3-24-18!]

Postby IndoorMinotaur » Mon May 14, 2018 8:10 pm

Image

Hi there, just wanted to make a brief announcement about the latest weekly build. I keep saying that Esterholt's "finally finished," but in version 0.33, the fourth chapter of the game officially concludes, and the fifth chapter begins!

This is the content that will be going live in our next public build, once it's polished and ready. That means this coming Friday, both weekly and alpha patrons will be getting access to version 0.34. As always, our public build is available to download at https://www.patreon.com/indoorminotaur

To see what's changed this week, you can check the patch notes below. As always, thanks for your support and we hope you enjoy!


Version 0.33 - 5/11/2018

Added the departure from Esterholt
Updated cove dialogue to reflect time passage
Added new NSFW scene (Foursome/Futa)
Added new additions to the cove
Touched up early-game lighting (the Albath manor, in particular)
Revised some of the dialogue from Mercy’s first interaction with Aunt Agatha
Updated the scene library to include all current scenes
Fixed a few continuity issues with NPCs still being in the cove when they shouldn’t be
Revised some dialogue with Bell’s crew in Shiveworth
Added more treasure to the Esterholt Hunting grounds
Fixed some dialogue in the cove not correctly triggering
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 3-24-18!]

Postby YSlayer » Tue May 15, 2018 6:32 am

"This is the content that will be going live in our next public build, once it's polished and ready.".

HYPE! Any plan on how many chapters there will be btw or you just going one step at a time?
YSlayer
 
Joined: Wed Jun 06, 2012 1:57 am

Re: [RPG Maker] Daughter of Essence [Big Update 3-24-18!]

Postby IndoorMinotaur » Sat May 19, 2018 7:09 pm

YSlayer Wrote:"This is the content that will be going live in our next public build, once it's polished and ready.".

HYPE! Any plan on how many chapters there will be btw or you just going one step at a time?


Hi there! Thanks for your comment! We estimate that we are about halfway through this narrative arc but if the game proves to be successful, we would be looking to add further arcs to the game.


New Weekly & Alpha Release!


Image

Hello! It's a special release tonight, because we spent a lot of time polishing, fixing and tweaking to make sure the latest weekly build was also ready to be sent out to our alpha patrons.

Version 0.34 is not a flashy build in some respects, but it gets a whole lot done AND adds 2 awesome new toys to the game, as well as their respective scenes.

Another feature we're excited to announce is a planned reward for the First Mate tier of patrons. We've added a bathhouse to the cove with guest suites above it. From this point going forward, if anyone ever becomes a First Mate, they'll get a permanent, lore-friendly character with their own suite in the cove.

Next week, version 0.33.1 will be going public to the world! Anyone can download the public version here: https://www.patreon.com/indoorminotaur


To see the rest of the pile of fixes and tweaks, have a little scroll through the patch notes.

Thanks, everyone!


Version 0.34 - 5/18/2018

Added night essence station upgrades
Added 2 new NSFW scenes! (Solo F, toys)
Added new narrative progression events to the cove
Added and updated the last few characters in the cove to reflect post-Esterholt dialogue
Added Cove bathhouse
Bathhouse suites will be available to patrons of a certain tier in the future!
Added Cove residential apartment building
The residential expansions become a mandatory upgrade after Esterholt
If you have already excavated the residential area, you can choose a different upgrade
The cost is higher than upgrading it naturally through the choices
The “excavation chest” is not present when upgrading through the narrative
The following conditions will save costs: recruiting Hobart, buying lumber in Esterholt, having Ralph’s Carvannah shipment
Tweaked some cove upgrade costs
Fixed an issue where upgrading the forge before Carvannah would mark Gertrude as “busy” during the Witchdale visit
Fixed another bug where some dialogue in the cove was not correctly triggering
Modified the effects of “Jolted” from 10% evasion to 10% critical hit chance
Fixed an issue where the ship sprite may look like a rowboat after Esterholt if the save file was started on a much earlier patch
Fixed an issue where Mercy wore her winter clothes back to the cove
Fixed an issue where Mercy’s portrait didn’t appear properly in the hunting grounds
Fixed an issue where Aunt Agatha cruised around during your chat in the cove
Fixed an issue where moon bats reappeared after Wulfhilde arrives in the cove
Fixed a tile passability issue in Carvannah
Fixed an issue where you would receive another szarva horn in Witchdale if you fished the one up in Shiveworth
Fixed a bug where Olma could still be spoken to at her cell door even after she was gone
Fixed a couple of text run-offs
Fixed some typos
Fixed the Esterholt manor’s exterior not having a proper battle background
Fixed an issue where talking to Elijah from the side on the Esterholt docks could soft lock
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 3-24-18!]

Postby IndoorMinotaur » Fri May 25, 2018 7:04 pm

Image

Hi folks, we're very pleased to announce the public release of our latest chapter: Esterholt. The public build is jumping from 0.24.3 to 0.33.1.

In addition to new chapter, there have been many tweaks, bug-fixes, improvements and additions to the game as a whole. More than we can realistically list in this post, but if you would like to see the full changelog, you can scroll through it here.

Thank you all for playing, and we hope you enjoy!
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 3-24-18!]

Postby Flying_llama » Sun May 27, 2018 11:58 am

After giving this a go, I figured I should put some effort in to give my 5c.

- The game lacks a way to keep track of what you're doing and where you need to go. While you don't need a journal per se but a way for the player to actually check up on this. A non-journal example would be talking to a stationary Orus would let Mercy reflect on what she needs to have done and what she has done. This would be especially useful in Esterholt (yes I am stuck as of now :P) and the investigation and can help point the player in the correct direction.

- Orus has no presence whatsoever outside of the cove landing. While he doesn't need to be active he still needs to have a reason to exist; Esterholt is the only place that gave him any sort of importance for a while and yet it's too pretty much say he needs to stay back inside the manor. This could've been a good chance to have Orus go off on his own to explore the manor without Mercy, Orus could've explored the basement since Mercy felt like it was too dark to explore at the time. Something to make Orus feel like he actually exists beyond the rare offhand comment.

- Your avid use of "cunt" while I generally don't care if it's used or not but when it's as excessive it is in the game; it starts to become a problem. Cunt is generally an impactful word due to its harsh consonant. Try laying back on the word usage; it's like someone who swears every second word it tends to lose the impact and makes you roll your eyes.

- You tend to tell not show a lot of the cove resident dynamics. While this is completely subjective depending on how you want the player to view the cove itself. If you want to make them get attached to the characters you want the player to have fond, fun memories of the people living there. But you can give the player a more distant feeling towards the cove make Mercy seem more aloof and more focused on her objectives. Entirely up to you how you see this XD

- I legit have no idea how some skills work based on their description. One such example is swagger the description leaves me scratching my head.

I don't mean to completely shit on you so I've got some positive stuff.

- Mercy is well written, her impulsive personality ties well with her powers. To describe Mercy I can only really say she's a roaring fire a mixture of passion, impulsiveness, warmth, and harshness. Her character design fits her to a tee.

- Combat I enjoy the change from the bog standard RPGmaker combat; though the different weapon timing can throw you off when you get four entirely different weapons than you're used to can *cough* cove defence *cough*.

- "Semi-random" enemy encounters. I will state this hear and now, I utterly despise the idea of random combat. It throws off exploration, it frustrates me to fight a slime for 3 turns every time you take a step and it just becomes a war on attrition; enemies tend to be less interesting to fight simply because you generally need to clean up the mobs for it to work... yadda yadda. Your take on the random enemy encounters is actually quite palatable and any real issue I have with it is due to pre-disposed biases towards the entirety of the random encounter system.

I strongly encourage that you keep doing "random encounters but they have a limited number of them" extremely refreshing.

- I do wish I could give a more of an opinion on the story itself but a lot of it is in the infancy stage so I can't give any opinions on it so far, but it has piqued my curiosity.

Keep up the good work!
Flying_llama
Newly Registered
 
Joined: Sun May 27, 2018 9:33 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Tue May 29, 2018 5:24 am

Hi Flying Llama, thanks for checking us out and leaving feedback. Swagger increases Mercy's defense, attack and chance to counter-attack at the expense of agility and resistance.

Best of luck in Esterholt,
Nym (lead dev)
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Tue Jun 05, 2018 1:00 am

Image

Hi everyone, it's time for a new weekly build! I fixed a lot of bugs and spent way too much time making the world's most complicated cooking side-quest and expanded Mar'Liore.

Also, there's a scene with contortionist twins, which I feel like speaks for itself.

Hope you check us out on Patreon: https://www.patreon.com/indoorminotaur!

Version 0.36 - 6/1/2018


Added a new NSFW scene (F/F/M, Twins, Contortionists)
Added more NPCs to Mar’Liore
Added a coat fishing sprite for Esterholt
Added a cooking quest to Mar’Liore
Added Mar’Liore barn
Added Eastern Mar’Liore
Added contortionists’ tent
Added soldiers’ tent
Fixed an issue where talking to a chair in the Witchdale barracks would take you down a level
Added “Hearty Meal” state to all 4-ingredient recipes, temporarily increasing max HP by 15%
Made Hufferpuffer Pie a 4-ingredient recipe
Fixed a couple of dialogue boxes in Mar’Liore
Updated some dialogue in Witchdale to reflect post-Van Ritter time passage
Minron’s book is no longer obtainable after the Witchdale chapter
Removed Minron from Witchdale after your initial departure
Dietrich now correctly leaves when Mercy asks him to
The “mysterious flask” item is now correctly removed from Mercy’s inventory when she gives it to the peacekeeper
Removed Olma from Witchdale after your initial departure (if she stowed away)
Fixed a bug where you couldn’t push the snowball into the hole in the Esterholt hunting grounds
Replacing the idol now properly removes it from your inventory
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Sat Jun 09, 2018 11:09 pm

Image

Hi everyone,

As promised, the latest weekly build is live and features the fully implemented quest journal system.

This has been a feature requested since the very beginning, and I'd always meant to get around to it, but I'd always prioritized other work since it wasn't very exciting to look at (or work on).

But, enough was enough, and I spent most of the week grinding to get it out the way. I'm happy to announce that it's finished, and I can now move on to more exciting things!

New to the game? Try it out by downloading it at https://www.patreon.com/indoorminotaur

Version 0.37 - 6/8/2018

Implemented a full quest journal system
Added Mar’Liore Mill (WIP)
Added Mar’Liore Pub (WIP)
Fixed an issue where Vincent will give Mercy a 2nd fishing rod if she has upgraded hers already
Fixed an issue where Mercy didn’t recover when first boarding Bell’s ship
Made some waterfall tile edits
Fixed a number of typos
Fixed an issue where the cutscene doesn’t play upon first entering Mar’Liore
Fixed an issue where you could sell stuff to fires
Fixed an issue where Luca thought she was still in Witchdale
Fixed an issue where Stephen says “cheers” before giving you a drink
Fixed an issue where Mar’Liore overlays persisted on the world map
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Sun Jun 17, 2018 1:26 am

Image

Hi everyone,

Version 0.38 is now live and available as both a weekly and alpha build for patrons.

I'll be away next Friday and won't be able to send any builds. I wanted to make sure this week's had plenty of interesting content.

I hope everyone enjoys it, and that it can tide you over until I get back on the 25th.

New to the game? Try out public build at https://www.patreon.com/indoorminotaur

Thanks,

Nym

Version 0.38 - 6/15/2018

Added Mar’Liore Meadow
Added Mar’Liore Lakeside
Added Mar’Liore Lake
Added Mar’Liore Lake Cavern
Added new optional boss fight & story content
Added optional meadow quest
Added new NSFW scene (F/F, Szarva)
Added a handful of items to Mar’Liore and surrounding areas
Added new, respawning enemies to the meadow/lake areas
The braziers in the monument space are now correctly illuminated
Aunt Agatha will be asleep in her room after Mercy awakens from the monument dream
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Sun Jul 01, 2018 12:18 am

Image

We're back! Thanks everyone for your patience while I was on the road for nearly a week. It was stressful and exhausting, but we're home now and back on the grind.

I spent way too much time this week making the wildlife in Mar'Liore different depending on the time of day. We've reached the beginning of the nighttime portion, so next week is going to focus on wrapping up all the celebrations and festivities.

The events in Mar'Liore ESCALATE quickly.

Remember, anyone can try the public build at https://www.patreon.com/indoorminotaur

Hope you enjoy,

Nym

Version 0.39 - 6/29/2018

Added Mar’Liore Overlook
Added many new NPCs to Mar’Liore
Added the Mar’Liore evening phase
Added a new optional 1-on-1 fight
Added lights & fireflies to nighttime Mar’Liore
Updated the quest journal to reflect new content
Progressed the narrative
Fixed a number of tile passability issues in eastern Mar’Liore
Fixed some tile overlay issues
Fixed some typos and text run-offs
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby YSlayer » Sat Jul 07, 2018 11:18 am

Finally finished up esterholt. The story was great and just keeps getting more interesting but the gameplay was incredibly frustrating there. I think one of the main issues is that you cannot go into your room and rest ever despite everyone telling you that you can. The 3-4 doors you can eventually enter in the upstairs have no description or before finally getting the idol. The dead boys father is incredibly easy to miss and theres just no direction. Everything says you want to check up on more stuff in town but it never says what so you just gotta walk around mashing space on every tile and retalking to every single person after every single event. There were a few times I was willing to believe the game was actually glitched and there was no way forward.

I very much advise letting players rest in their room before night time to heal (a quick nap or whatever) and giving more specific instructions (like "theres still a few people in town I haven't questioned" or "I should check the library to see if lord whatever his name is had figured anything out". Those were the two places where I just had no clue what to do and spent a few hours just mashing space on everything. I had already read most of the books but didn't realize it was actually different for each tile of the bookshelf since they all seem the same with top shelf, middle shelf, lower shelf, leave. The ghostly footsteps were also a massive red herring. No idea what triggered em so I spent a long time stomping around the second floor trying to figure it out to no avail.

Also once again I'm a little sad that you (mercy) get very little sex. I think in esterholt the only sex you yourself get is ending up all horny with the idol. You see two other pairs going at it but that feels unrelated to me. Hottest thing that happens to you is that one hunter (henry I think) telling you that he is going to mount you like a bitch and it still mostly comes across almost as cute because of how powrful mercy is compared to everything. I could of always missed a scene or two. Still, I find that pretty inconsequential. I don't play this game for the sex, that's just like a nice surprise every once in a while.

I was really thinking about it here but this game might be the most empowering game I've played. You actually feel powerful just talking to people. It's great. It may dull down the sexual fantasy of a lot of it (especially since mercy isn't the sexual conquest type) but it sure plays to a power fantasy. Mixing it with the well realized world, the interesting lore, the gripping story, the continually good map and sound design, all comes together to make it quite the unique and happy experience even if a few gameplay issues could be smoothed out but the game is in development so that can be forgiven.

I guess I should also speak to the combat balance. I had to use a lot more consumables on esterholt than elsewhere mostly because my party was broken up and i was left without my healer. The magic wand is fantastic for out of battle healing. I get the feeling my playstyle especially was weak in this section but it was strong in others and I still got by. The real thing worth mentioning though is the hunter fight. It took me a couples tries to beat it and that was with my party synergy back together. My main issue is that mercy with a greatsword and supposedly 89% hit rate missed like 15 of 25 attacks. It feels extremely frustrating cause there isnt' really anything you can do about it. I just had to keep trying and wait to get lucky. The time I won I just clean smashed through two of em and it was easy. Any time mercy or orus died the fight was over. Reviving them just ended up with them getting cut down. I think perhaps either saving or speeding up the action bar after res could make it a bit easier unless its working as intended and you want it to be a mostly out of battle item.

I didn't end up using any essence pots though so I really wasn't that up against the wall. Just, I smashed through everything before esterholt for the most part so I worry someone weaker than my party would be obliterated. Anyway, keep up the good work, I look forward to the next public release.
YSlayer
 
Joined: Wed Jun 06, 2012 1:57 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Mon Jul 09, 2018 6:47 pm

Thanks for the feedback, YSlayer. A quest journal system has been implemented in the alpha and weekly builds, so that will go live next public build and hopefully relieve some of the frustration of being lost in Esterholt. I agree that it could use a few more sign posts as is.

As for the combat, I do want consumables to play a major role in not only in-combat situations, but also preparation for combat. Using essence flasks and also the essence toys to prepare for fights and heal between them, using acorn bombs to debuff enemies, and cooking food to heal/buff yourself should all feel, if not essential, then at least really important and relevant. It sounds like you have good party synergy and have done well for most of the game, which is great. I do want the combat to be a little on the medium-hard end of the spectrum just to make all your options feel important, but it's good to know about fights that cause trouble or feel too easy specifically, so I can take closer looks.

Obviously, it's tough to balance every fight for every build type, but I do want to try my best.

Image

The Big 4-0


Hey everyone. We did it! We somehow managed to survive until the 40th weekly release of DoE.

Some days I'm not sure where the time has gone! Other nights... like tonight... it has felt like the passing of ten-thousand years.

But the march continues ever forward, and I'm here to present the notes for our latest and greatest.

As always, thanks for playing, and we hope you have fun.

New to the game? The public build is here: https://www.patreon.com/indoorminotaur

Nym

Version 0.40 - 7/6/2018

  • Added level 16 skills to each of Orus’s classes (Note: if Orus is already level 16 or higher in your playthrough (somehow), sleeping at the Mar’Liore inn will teach Orus these skills.
  • Added new toy to Wulfhilde’s tier 3 night essence station
  • Added Mar’Liore Cove
  • Added new NSFW scene! (Solo F, Toys, Weird)
  • Added a lot of conditional dialogue to Mar’Liore regarding the szarva quest
  • Started branching the different plot options (three different paths in Mar’Liore): Belka Diversion, Plant Southgate Crest, Plant Oldlight Letter Opener
  • Added the results of the Mar’Liore cooking quest
  • Added Captain Lars’ Ornamental Letter Opener to the crime scene
  • Added a feature where on-map encounters are repulsed by the new “Night Aura” status
  • Added a lot of barely-perceptible contextual changes to Mar’Liore based on branching paths, time of day and order of events
  • Fixed a bug where leaving Esterholt reverts Mercy to an older iteration of her battler sprite
  • Fixed a few skills that could be used from the menu to no effect
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby YSlayer » Fri Jul 13, 2018 12:39 am

Thanks for the reply. I do get the feeling that my team build isn't whats expected since difficulty has been all over the place. I put every single advancement into agility for both characters and use greatsword+healing orus. The thing thats crazy is orus actually contributes more damage because of just how fast he is. However, my party is so insanely squishy that a single status ailment probably means I just lose cause I'll get twoshot in the course of trying to heal it. It reaches a case of can the enemy team 1 turn kill/disable someone on my team. If they can the battle is nearly unwinnable and if they can't I face no threat outside of running out of mana. Orus can heal so fast because of his super high agi coupled with very low health totals that I can full regen my party in one enemy turn usually.

I probably wouldn't choose this playstyle if I started again but originally I had no idea I couldn't ever grind. In grinding games I always go for glass cannons cause winning battles faster equals more exp per second which equals higher level in the same timeframe so it feels optimal. I'd probably go for a sustain tank build otherwise or whatever has the best def/atk ratio.

I think it's the hit ratio that made the recent battle so frustrating though. I assume your game uses the standard formula which just ends up feeling wrong. Having a hit rate of 89% on your weapon makes you think you would hit 89% of your attacks but really thats before factoring in enemy evasion. In reality it feels closer to 50% which is never a fun hit rate to play with. Aside from just buffing hit rates/reducing evasion I'd love a bad luck protection style system for the players. Something like increase player's final hit chance (after evasion) by 10% per miss in a row reseting on hit. That way you'd have less bad luck streaks where you miss 6 attacks in a row.

Anyway, just my thoughts on the battle system and my approach to it currently. Looking forward to the next public release.
YSlayer
 
Joined: Wed Jun 06, 2012 1:57 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Sun Jul 15, 2018 6:52 pm

Image

New Weekly Build: v0.41!

Hello! Got a fun little build uploading this week with some cool new cutscenes and some awesome scene art. There's also a new alpha build ready to send out to our alpha patrons.
A TON of time was dumped into a couple of very short scenes, but that's game dev life, haha. I'm starting to really love the characters of Leite and Gorps, and I hope you do as well.

New to the game? You can try the free public build here: https://www.patreon.com/indoorminotaur

Without further ado:

Version 0.41 - 7/13/2018


Added new NSFW scene art (Belka & Mercy)!
Added Mar’Liore fireworks cutscene
Added rowboat cutscene
Added Mar’Liore Docks
Added “Well-Rested” state to inn to encourage use over ship’s bed
Progressed the main story
Dropped AGI rubber-banding cap from 3 to 2.5
Updated quest journal
Fixed a glitch where the Hallie cutscene could be repeated in Carvannah
Fixed an issue where the Carvannah doctor could trap you in the corner
Added a ton more conditional quest checks to different events around Mar’Liore
Fixed some of the overlay lighting being improperly sized
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Sun Jul 15, 2018 7:50 pm

YSlayer Wrote:Thanks for the reply. I do get the feeling that my team build isn't whats expected since difficulty has been all over the place. I put every single advancement into agility for both characters and use greatsword+healing orus. The thing thats crazy is orus actually contributes more damage because of just how fast he is. However, my party is so insanely squishy that a single status ailment probably means I just lose cause I'll get twoshot in the course of trying to heal it. It reaches a case of can the enemy team 1 turn kill/disable someone on my team. If they can the battle is nearly unwinnable and if they can't I face no threat outside of running out of mana. Orus can heal so fast because of his super high agi coupled with very low health totals that I can full regen my party in one enemy turn usually.

I probably wouldn't choose this playstyle if I started again but originally I had no idea I couldn't ever grind. In grinding games I always go for glass cannons cause winning battles faster equals more exp per second which equals higher level in the same timeframe so it feels optimal. I'd probably go for a sustain tank build otherwise or whatever has the best def/atk ratio.

I think it's the hit ratio that made the recent battle so frustrating though. I assume your game uses the standard formula which just ends up feeling wrong. Having a hit rate of 89% on your weapon makes you think you would hit 89% of your attacks but really thats before factoring in enemy evasion. In reality it feels closer to 50% which is never a fun hit rate to play with. Aside from just buffing hit rates/reducing evasion I'd love a bad luck protection style system for the players. Something like increase player's final hit chance (after evasion) by 10% per miss in a row reseting on hit. That way you'd have less bad luck streaks where you miss 6 attacks in a row.

Anyway, just my thoughts on the battle system and my approach to it currently. Looking forward to the next public release.


For DoE, the accuracy formula is changed to skillHitRate * (userHitRate - targetEvadeRate). Annihilation, for instance, has the lowest hit rate of any skill in the game, only 55%, modified by that formula. So if your accuracy is 89% and your opponent's evasion is 5%, the chance of Annihilation hitting is only 55 * (89 - 5), or 46%. Your normal attack's success rate in that same scenario is 84%.

Broadswords are the strongest weapon in the game and also the least accurate, so if you find the hit-rate frustrating, I think it's probably another matter of switching up your builds. You can find gear that increases your hit rate, and a spell that pairs nicely with broadswords is Stone Fist, since the Dizzy state reduces evasion, among other things.

Also, for what it's worth, there are some enemies in the next chapter that respawn, so some grinding will be possible.
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby YSlayer » Tue Jul 17, 2018 7:11 am

I was only using basic attacks so I guess I just got phenomenally unlucky or the targets evade rate in that fight are higher than 5%. Small sample size so I'll just chock it up to bad luck. Haven't found enough essence to do very much. My only magic spell is fireball (which is kinda OP when it inflicts burn). I do intend to get annihlation to cheese if I ever get stuck (since that has the highest total damage potential you can just keep retrying a fight until you get lucky).

Also excited to grind my heart out next chapter. Should help smooth the edges in my build.
YSlayer
 
Joined: Wed Jun 06, 2012 1:57 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Sun Jul 22, 2018 11:45 pm

Image

Version: Life, the Universe, and Everything

Good evening! I will keep this short and sweet, since the patch notes are LONG and SAVORY.
Managed to get a lot of work done this week, including many relatively major system updates and changes. The notes will speak for themselves, mostly, but I will say that, being still fresh, you can expect some more fine-tuning and balance adjustments to come from these systems.

Also, I fixed an embarrassingly large amount of bugs from version 0.41. Oops! I can't believe nobody either found them or said anything.

Other than that, hope you enjoy!

Version 0.42 - 7/20/2018

Added many new menu options, including vsync, window colors, & keyboard configuration
Added an in-combat status menu to provide more details about status afflictions
Added a description to every status effect
Advanced the Mar’Liore narrative
Improved on-map enemy AI
- Attacking an on-map enemy’s back will result in a preemptive strike
- Being back-attacked by a chasing enemy will result in a surprise attack
- After chasing for 5 seconds, enemies will stop and return to their original location
Weapon Skills and Essence Magic are now separated
- Moon Poison seals off Weapon Skills & can be healed using tentacles
- Silence seals off Essence Magic & can be healed using beaks
A new resource, “Trance,” is now earned in combat. Once this resource is full, Mercy enters a trance-like state, growing more powerful and consuming no MP.
- The effects of Trance differ slightly based on Mercy’s class
- Added “Trance” to the menu, giving Mercy 4 different preferences for how to earn Trance based on your preferred playstyle
Added a new optional boss-fight
Fixed a few tile issues in the cove residential building
Mercy can now rest in her room in the Esterholt manor as soon as the ship leaves
Colby, in the Esterholt market, now buys a few items at a special rate
Increased the value of bronze ore and pearls
Added a “Runes” option in the equip menu for ease of upgrading equipment
Reorganized the plugin stack to help reduce conflicts
Updated Core plugins with numerous compatibility improvements
Updated the save screen, players can now delete save files in-game
Janie in the Mar’Liore mill will buy swords and rapiers at a special price
Removed the “Formation” option from the main menu
Fixed an issue with Moon Frog AI
Fixed an issue where Elijah would roam around instead of steering the ship
Fixed a damage formula bug on the move “Overgrowth”
Fixed an issue where a soldier in Mar’Liore was incorrectly named Captain Forrest
Fixed a repeating dialogue if Mercy intimidated the hunters in Mar’Liore
Fixed the ship still playing storm sounds in Mar’Liore
Fixed several typos
Fixed an inaccessible clue in Belka’s room

New to the game? Play the public build here: https://www.patreon.com/indoorminotaur
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

Re: [RPG Maker] Daughter of Essence [Big Update 5-25-18!]

Postby IndoorMinotaur » Sat Jul 28, 2018 3:42 am

Image

New week, new build! Come and get it, fresh off the video game assembly line.

This week's release pretty much wraps up chapter 5, somewhat astonishingly. It'll be a couple more weeks before the chapter goes public, but our non-patron friends will have something to look forward to in the month of August. Non-patrons can try the public build at https://www.patreon.com/indoorminotaur!

This was another tricky chapter, similar to Witchdale, because there were several branching options for how it resolved, and the quest journal only adds another level of complexity to the whole thing. But it's 99% wrapped up, which feels good.

Chapter 6 will take us to a couple of places more familiar, which will be cool. Don't want to spoil too much just yet, so just hang in there.

I'm also personally working on the art for another scene as we did a poll and I came out as the (surprise) winner but I have to sneak in time for my art here and there or I'll never get any work done on the rest of the game.

Anyway, that's enough rambling. I hope our weekly patrons like the build, and I hope everyone else is looking forward to it!

Version 0.43 - 7/27/2018

Fixed an issue where the octopus deepfolk scene could be repeated
Added Mar’Liore morning & departure
Added different cutscenes for the results of Mercy’s decisions in Mar’Liore
Updated Mar’Liore NPCs and ship crew to reflect time passage and choices made
Added a new SFW scene (?!)
Caught the quest journal back up
Fixed an issue where the quest journal and row features were missing from the main menu after 0.42
Moon is not going to Mar’Liore after all
Added the return of Carlisse (showdown coming soon!)
Revised some dialogue in Mar’Liore
IndoorMinotaur
 
Joined: Thu Sep 21, 2017 6:13 am

PreviousNext

Return to Non-Flash Projects



Who is online

Users browsing this forum: Google [Bot]