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Elements II: Hearts of Light

Re: Elements II: Hearts of Light

Postby feyone2 » Wed Jul 01, 2020 1:53 am

Hi Jeremy,
I sent you a PM can you let me know if you receive it!
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Re: Elements II: Hearts of Light

Postby soulcatapult » Wed Jul 01, 2020 9:49 pm

Done, I look forward to your reply. :)
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Re: Elements II: Hearts of Light

Postby Prometheus » Mon Sep 14, 2020 5:02 pm

Just peeked the website and was very happy to see a bunch of updates since the last time I looked. +::YAY +::Dance
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Re: Elements II: Hearts of Light

Postby soulcatapult » Mon Sep 14, 2020 9:14 pm

Prometheus!!! +::O_o Where on earth have you been, my friend!? Goodness, it was a pleasant surprise to hear from you! +::lol

Have you played what I released so far of E2?
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Re: Elements II: Hearts of Light

Postby Prometheus » Tue Sep 15, 2020 4:36 am

soulcatapult wrote:Prometheus!!! +::O_o Where on earth have you been, my friend!? Goodness, it was a pleasant surprise to hear from you! +::lol

Have you played what I released so far of E2?


I had completed to the end of episode (chapter?) II or III - I think , but it was a while ago and will need to start fresh since I lost my save file. I believe I had unlocked an airship and world map but it was only for viewing purposes until new content was added. I know quite a lot has been added since I last played - so am looking forward to starting again at some point.

Also sent a pm about beta testing in the future.
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Re: Elements II: Hearts of Light

Postby soulcatapult » Tue Sep 15, 2020 8:38 pm

That's great, thank you so much. :) Maybe when Episode 6 is finished, so any needed refinement and/or polishing can be done for the big lucky 7! +::biggrin
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Re: Elements II: Hearts of Light

Postby soulcatapult » Fri Aug 20, 2021 3:24 pm

I've released an updated version of E2. There isn't much in the way of new playable content... just Sequoia's cave, the Convent of Resurrection, the town of Natesboro and the horse race. However, the new version includes many enhanced features that make the game a lot more fun and accessible, so check it out! E2setup

Your feedback is appreciated! ^_^

Changelog
- The soundtrack has been converted to OGG format. This allows for tracks to resume from the point where they left off after battle. I imagine that many players didn't even hear a lot of the tracks all the way through due to them constantly stopping and restarting every time a battle was initiated. What inspired me to do this was the music in Glymac Forest. It's one of my favorites, but the area is so short that you hardly have any time to hear it.

- While Sylvester and Kayla are playable, their combos don't yet function, nor does Sylvester's Stampede.

- You'll now encounter enemies in the outer ocean. The current encyclopedia contains 199 entries of a prospective 400 total.

- Implemented an Award system for the Party Ball records. You'll obtain numerous bronze, silver and gold medals for your achievements in the game.

- Added a new Option: Overlay Effects. Now you can toggle screen effects like fog and lighting in certain areas. There's even a QuickTrigger for it (the L key), so have fun!

- Fixed a graphical quirk where the overlay for the teleport map would remain while on the world map (and elsewhere).

- Slowed the fireballs in the corridor leading to Fire Shard B in Castle Dragonheart on Easy Mode.

- Enemies on the map are now frozen in place during the post-battle waiting period, just like you. So they can no longer unfairly swarm you while the game politely asks that you stay put... though in all honesty, I thought that was pretty funny.

- The save/warp point before the jump track in Glymac Mines now heals you as well.

- Changed the function of the Dragon Crest accessory: instead of increasing Attack and Intellect by 20 points each, it makes the bearer's physical attacks doubly effective against reptiles.

- The Larkspur Lance now drains around 25 EF from regular enemies instead of just 5. It drains a lot more from bosses, as it actually takes 25 + 1% of their max EF; and all bosses have 9999 EF, so that's about 100 extra points! Yee.

- Revamped the Sun Wukung Staff. Instead of just giving a Luck bonus, now it deals fluctuating amounts of damage with each use (you know, getting bigger and smaller, like it's actually supposed to do); first normal, then double, then triple, and finally back to normal. Fun! I just hope you didn't sell it already (like I did), because you can only get one.

- This one's pretty big. Iron weapons now actually deal Iron-elemental damage (wow), are powered up on the Day of Fire, and become weaker on the Day of Water. This could significantly alter your strategy early in the game and maybe even later on. It also renders the mention of "stinky old iron equipment" in the guide completely incorrect.

- Revamped captured monsters' stat layouts. They should be a bit better now.

- I neglected to note that Lala can learn Explode from the Land Mine in the Enemy Encyclopedia, so fixed that. Stupid quirk: if she knows it, she seems to always want to use it on autobattle. This is comparable to Ananda always using Karmic Harvest at 100 FP. Urp. So if you use Type A autobattle a lot, you may not want her to learn it. Just a small tip.

- To mitigate that little boo-boo, now the Temperance Ring prevents the use of Karmic Harvest and Explode. It also locks Titanic Tirade, as I thought it also sucked that Cloe habitually emptied her pool of FP, even if she didn't die in the process.

- Lala's Half-Moon now has higher accuracy. Maybe now it's actually a viable choice in combat! ;P It still won't work on bosses, though. Come on, that'd be really cheap.

- The HP/EF-increasing effects of the Life Raiser now last the whole battle (or until you're knocked out).

- The Refresher now restores debuffed stats in addition to eliminating status ailments. Very useful!

- You'll like this. Now you can change your party between each battle in Fiyara's border bridge event, so you no longer have to enter into the Vril Weapon fight with a clear disadvantage. Better yet, you can swap out for cannon fodder against the Land Mines, then revert to your normal party to fight the boss. That's kinda mean, though.

- The Vril Weapon now takes double damage from attacks during the period between its usage of Gigablast and Regenerate.

- Psychos no longer evades attacks of any kind (physical or magical). This battle was sadistic enough... your attacks can still miss, though.

- Psychos' Psycho Flash and Dark Psyche were weakened somewhat. His Psycho Flash's chance of causing confusion was also reduced (but not yours, don't worry).

- Wait, I'm not finished! Now Psychos' Elemental and Skill Neuroses abate when he enters Hyper Mode. But you still must beseech the heavens for divine intervention in order to beat him.

- The "green" color for the Party House glitched the carpet. Sorry about that.

- The piano now looks different (wooden) at the Autumn Hill house. I did this after I modified it for the saloon in Natesboro.

- This is also really minor, but I must be complete, right? Touched up the shading on the small pine tree graphics for Glymac Forest and so on. Because I care... too much.

- The level-up screen no longer shows changed stats, which were incorrect anyway as they didn't take Attribute calculation into account.
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