GeisKhan wrote:Hey Shadowsong, when I go to dismiss Rosa while Lissi is KO'ed from battle it gives a Game Over. Might be worth putting in a failsafe for that like preventing dismissal with a message, or have the game automatically move to resting and wake up the next day in Lissi's room.
Do you think you could increase the drops of monsters, specifically slimes? Since you don't get XP or gold from combat, if nothing drops it's a pure loss of wasted HP, MP, and potions. Have to save scum each fight two or three times usually just to get any drop from the two slime encounters, usually twice for the three slime encounters. It may be bad luck but it feels like the drop rate is under 50%. Alrunes seem to have a 50% drop rate though, so don't have to grind them as much.
Also do monsters level with the player? I reached level 2 and now slimes take more damage to defeat than they did at level 1. Just a quick test, level 1 killed a slime with 229 damage, level 2 failed to kill a slime with 251 damage.
I haven't seen it in the posts, how do you use the spirits Glory frees? Speaking of, looks like the "Criminal Voraciousness" quest didn't get marked as complete and is stuck in my current main quests.
Just found a small bug with the Christmas event. I chose the puppet show last time and chose the Hannah and Greg story, then went back to a previous save to see the other, but it doesn't give the option to choose and instead auto-plays the Hannah and Greg one. Also feel like the puppet show shouldn't be the ending of the event, since the roast ending gets you the rings. I understand if it's that way so people can avoid the roast if that's not their thing though (it's not mine either, but gamer urge to explore everything). Maybe put a warning and skip there like the Mayor quest?
EDIT: went through the posts and saw Alrune is indeed 1 in 2, and Slimes are 1 in 3, and enemies level with the player (which means one level has an immediately noticeable affect on combat difficulty). That means with two slimes there's a 44.9% probability of no slime drops, 44.2% probability of 1 slime drop, and 10.9% probability of two slime drops. With three slimes that's 29.6% probability of no slime drops, 44.4% probability of one slime drop, 25.9% probability of 2 slime drops, and 3.7% probability of all 3 slime drops. Does RPG maker only allow "1 in X" settings? if you could set it to 2 in 5 (40%), then the probability of no drops from two slimes is lowered to 36%, and is lowered to 21.6% probability of no drops from three slimes.
Can see how dismissing Rosa, or indeed other party members leaving only knocked out ones, would result in game over. Should be able to create a workaround that'll restore Lissi to 1 health if no other party members are around.
The spirits are accessible by interacting the items where they're displayed in Lissi's house front room.
Odd that that happened with Criminal Voraciousness quest. I've checked both possible endings, and they both have the correct plugin command to complete quest. I've just run through both quickly without encountering that issue, so unless more people have same problem, not sure what to tell you.
Since there are no conditions on letting you choose which play to watch, there's no reason you should be locked into one or the other. Aren't even any variables or switches involved that could be glitching. Christmas event ended yesterday, so guess it's not something I'll need to worry about urgently, but will take a quick look at some point.
The ghost rings are more of an extra bonus for those who complete the route. It might be a bit unfair not having a bonus on the other route, but realistically, there's no logical sense to having something like that on the play route. After all, no one dies. Might add a small bonus to play routes next (this?) year, but not really an urgent concern. After all, you can miss plenty of other trophy items just playing the main game and not taking certain paths. The ghosts are mostly just fun extras, with the one exception.
And then the elephant in the room, drops. As I've said many a time (not trying to be rude, just fact - had a lot of this conversation when first posted game), this is unfortunately something that cannot be really resolved. RPG Maker only lets you set it at a 1/whatever drop rate, and whilst you might be able to modify it with plugins, none of the ones currently using can, and frankly I don't want to bloat the game with plugins, especially since too many causes conflict problems. Setting it any higher than it already is will make farming WAY too easy. Whilst a means of capturing via item/skill was suggested once before, it'd still ultimately come down to chance, because having a 100% capture rate would result in same problem as high drop rate. There isn't really a solution to this, so I'm having to leave things as they are. There is one potential solution I've considered, but there's a LOT going on in the next update as is, so I don't want to add more to my plate for it right now. Once this update is ready, I'll take a brief break before next update to test the idea out, as well as get a bit of God Complex Regurgitated out.