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About This File

 

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And finally I have deigned to post something with an story of my own authory after a couple of years lurking. Here, I present you The Twelve Fanatics (which is the eh-"sequel" of another game I'm working on, called The Twelve Relics which was originally a novel I wrote years ago).

Synopsis: 

In this world, a catastrophe repeats every 7000 years eradicating most human, animal and monster live forms in it; and, as one would expect, the survivors bring the world back to its course in time. During this one cycle, humans were given twelve powerful artifacts known as the Item Regalias, and based on them, twelve nations were founded.

After some prosperous years, difficulties arised and I'm not really going to tell you my other game's whole story but these items cause a war between the nations. At first, it's just a cold war, but eventually unchains something bigger. This game takes part after that war ends, after almost 2,000 years, when the nations were starting to work back on communicating between eachother and establishing peaceful terms once again. Nevertheless, there's still people in pro for the war and thirsty for power out there who would do anything to bring the chaos back...

 

Now, eight years after the big war ended, we find ourselves in the shoes of Solveig: an eighteen year old apprentice knight who wants to make her country and her world a better place to live in; but little she knew she was about to get in something bigger than what she could have ever imagined.

 

Playstyle:

Pretty much your regular RPG created with RPGVXA using some of Yanfly's engines to make it smoother. Battles are held between turns, as expected, with some explanations required that will be done ingame.

[Things to notice: Skill Mastery system and Magic Level system, both will be explained ingame]

 

Enjoy!

 

SPECIAL THANKS TO:

AkenoSama (Special collaboration)

Sunflower (CG Artist) 

Harris (Tester & Background)

AredApple (CG Artist)

Phoenix (CG Artist)

Makishi (CG Artist)

DerivativeWings (Idea Collaboration and testing)

anony123 (Testing)

NaquanH (Testing)

mogger (Testing)

KnightOfStars (Testing)

 

 

Main Discussion Thread:

https://omorashi.org/topic/32616-rpg-maker-peedesperation-game-the-twelve-fanatics/

What we hope can hold the game's wiki:

http://danverse.wikia.com/wiki/The_Twelve_Fanatics

 

ANNOUNCEMENT 2 (02/11/2017):

We just started a wiki! If you have time and you'd like to participate to create it, please don't doubt on send a word!

 


What's New in Version 3.0.1   See changelog

Released

Main Update:

  • Overall renewal.

Major Changes:

  • System/Common Events: Squat-type toilet events have been implemented to the game; these events are available at certain spots only (every dungeon and certain areas) and cannot be skipped. Special dynamic exclusive to Squat-type toilets has been implemented: When using these facilities, each girl will have the chance to ask another girl in the party to join them in order to keep watch; the selected girl will also relieve herself after and both will gain a bonus amount of Bonding Points depending on the current desperation stage of both girls.
  • Item: Normal Potions can now be consumed regardless of the Hydration limit (if the limit is reached, Hydration gauge will not further increase).
  • Skill/Spell: Solveig's element-based skills' attack power has been increased.
  • Skill/Spell: Solveig's Reinforcement skill's damage reduction has been doubled (per skill mastery); however, cooldown has been increased by 1 turn.
  • Skill/Spell: Solveig's Clover spell now affects all party members.
  • Skill: Liliana's element-based skills' attack power has been increased. 
  • Skill: Liliana's Phantasmic Arrow's attack power is now based entirely in Magic Attack. However, damage is still reduced by Physical Defense.
    • Skill: Liliana's Sharpshooter skill has been fixed.
  • Skill: Hecate's Ochi Chornae skill's damage has been slightly increased.
  • Skill: Aria's element-based skills' damage has been increased.
  • Skill: Aria's Spiral Pierce skill's damage has been reduced. A chance to reduce the enemy's Physical Defense by 1 Stage has been added.
  • Skill: Fixed Aria's Moonlight Slash skill's damage being influenced by her base level.
  • Skill: Fixed Aria's Nature's Wrath stun effect removed. Bleeding chance increased to 100% and Deep Wound chance increased to 33%.
  • Skill: Aria's Holy-type spells' damage has been increased.
  • Skill/Spell: Antidote spell has been exchanged by the Cure spell.
  • Skill/Spell: Normal Attacks' damage formula has been increased.
  • Skill/Spell: All Special Skills and Magic Spells (Tier 1~3) MP costs have been adjusted.
  • Spell: All magic spells' damage formulas have been enhanced:  damage increase based in elemental level has been doubled (this increase also applies to element-based skills such as Aria's Moonlight Slash).
  • Spell: All spells' global tier cooldown has been removed. Individual cooldown has been implemented for each spell.
  • Enemy Skill/Spell: Damage of some enemy skills and spells have been increased. However, occurence of certain Area of Effect skills and spells has been lowered.
  • Enemy Skill/Spell: Likeliness of Epic and Boss monsters to use Healing skills and spells has been reduced.  
  • Enemy/Element: Elemental Affinity associated to each enemy has been revamped: each enemy now posseses up to four stacks of elemental affinities (Fire IV, Water IV) where elemental resistances reduce damage by 25% per stack (double for combined elements) or incease damage by 12.5% (double for combined elements) up to 0% or 200% damage respectively (see elemental affinity table).
  • Enemy/Element: Enemies of the Earth attribute are now immune against Nature-type damage and weak against Explosion-type damage instead, whereas Wind-type enemies are now weak against Nature-type damage instead of being immune against it.
  • Enemy/Element: Dark-type enemies are no longer strong/immune against basic and combined elemental attacks.
  • Enemy/Element: Dark-type attacks are still effective against basic elemental affinity monsters (equally strong as their basic elemental weakness, MAX 150%).
  • Enemy/Status: Boss Monsters can now be affected by status such as Poison, Envenom, Bleeding, Burn, etc (with lesser damage over time, however).
  • Enemy/Action: Epic and Boss Monsters' extra action ability has been renewed.
  • Map: Three new dungeons have been implemented: The Dark Cathedral's third floor, The Dragon's Den and Deeper Torhild Fortress (also known as Bandits' hideout).
  • Map: All of Kriemhild's underground maps have been implemented and renewed: a wide network of tunnels that connect the entire country can now be explored.
  • Map: Bekkr Town, Goroma Shrine and Goroma Mountain maps have been implemented.
  • Map/Quests: Certain maps have been renewed and quests have been added to the Task Board at the Capital City.
  • Balance Update/Desperation Boost: Skill damage increase has been reduced (to 110% Damage during Needing II Status and 125% Damage during
  • Desperation Status respectively).
  • Miscellaneous: An item known as Animation Matrix will be given to all players (regardless of the story progression) automatically in their inventory. This item allows battle animations to be disabled or enabled at will.

Minor changes:

  • Item/Equipment: Certain weapons' attack power have been increased.
  • Item/Cards: Certain Card effects have been renewed and improved.
  • Item: Certain dropped items' sell cost has been increased (Golden Ring's reselling cost increased from 750,000 to 2,500,000).
  • Enemy/Drop: Boss Monsters' Gold rewards have been dramatically increased (Gold dropped equals 10 times a Boss Monster's experience).
  • Enemy/Drop: Drop items of Epic Monsters have been improved (Dragons, Wyverns...).

CG Pictures Added:

  • Events with the Southeastern Port's Sister and Country Girl at Vidar town are now illustrated.

Bug fixes and patches:

  • Problems in certain maps have been fixed.
  • Softlock caused by Sword Dragon during Chapter 4 has been fixed.

 

 

 




User Feedback

Recommended Comments



I tried exploring the caves. Problem is that everything looks the same so after a while you lose track of where you are. Every time I had to use the wind crystal to get out. That's my critique of it. While a good idea, I think it needs a bit more polish.

Also, a map function or a map you can use outside of the game would be lovely.

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well damn, if that boulder isn't it...then as Whiteblack said, these tunnels are confusing. Heck the only entrance I've found so far is the one immediately south (like on the same map of but you have to go south one transition to approach it by going north into a clearing) of the castle. How the heck do you get to the new town? Or scratch that, just tell me how to get across the river via the underground tunnels, or just an entrance that can get me there.

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Yeah, your world map has really expanded over time. Not against that, that's a good thing and shows the effort you put in your game, but a map function of the above world and underground tunnels (with perhaps landmarks and holes) would really be helpful if it was implemented right about now, if that's possible. Or at least a less confusing underground layout.

Edited by rangatan

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Alright, then it's settled: next implementation will finally be a mini map function. But please keep in mind that it might not be the best and that it'll probably take a while. Bear with me pls.

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19 minutes ago, Hikewne said:

Alright, then it's settled: next implementation will finally be a mini map function. But please keep in mind that it might not be the best and that it'll probably take a while. Bear with me pls.

Thank you, that'll be very helpful. If it's possible, could you consider adding a full map that you can access from the pause menu as well?

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Another bug: The side quest "Mining Job" seems to be bugged. You can accept it from the board, but the task sheet says you have no quest

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13 minutes ago, rangatan said:

If it's possible, could you consider adding a full map that you can access from the pause menu as well?

You mean like a screen capture of the whole map?

1 minute ago, whiteblack said:

Another bug: The side quest "Mining Job" seems to be bugged. You can accept it from the board, but the task sheet says you have no quest

Oh, that's no bug, fortunately. It just means I forgot to add the scripted text for that task. xd

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3 minutes ago, Hikewne said:

You mean like a screen capture of the whole map?

I was thinking something like a local map that shows route entrances, exits, locations of interest, holes, etc, depending on the screen you're on. Like it changes for every screen, just so that the whole map on the menu isn't massive and you would have to implement a zoom feature. So screen captures that show the local map of the screen you're in, maybe. A screen capture of the whole map would be nice as well, but I'm not sure if that can be implemented as well.

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Screenshot (14).png

I managed to go down the hole west of St Rita, but I still get stuck in this one. 

 

Screenshot (15).png

The bug when lily's squat toilet illustration, the first, second, and third at needing 1 is still present as of 3.0.1. 

Edited by NaquanH

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1 hour ago, rangatan said:

I was thinking something like a local map that shows route entrances, exits, locations of interest, holes, etc, depending on the screen you're on

This can be done, but would probably have to be manual screenshots of every single map. It'll take a while, but it can be done.

32 minutes ago, NaquanH said:

The bug when lily's squat toilet illustration, the first, second, and third at needing 1 is still present as of 3.0.1. 

REEEEEEEEEEEEEEEEEEEEEEE. Let me see, I think it must've messed up in just one or two of the random sets, since I just tested these (albeit at random needing stages and combinations of the girls) and didn't get this. 

 

 

I attempted two minimap plugins I found out there, but they didn't even work properly and, to make things worse, made the previous save files incompatible. I'll try something else, but it'll be something completely new. 

 

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13 hours ago, Holyestkoala said:

Where do i find blessed herbs? xD

 

second that

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14 hours ago, Holyestkoala said:

Where do i find blessed herbs?

A few monsters drop these, Black Stinger being the most common of them (appears in the south-western maps of the country, AKA forest area)

 

In other news! Mini map is coming along pretty well actually. Should have it ready by the weekend!

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I've noticed that it takes a really long time to get the herbs required to make teas, so could you possibly make the ingredients to make the teas more accessible, or make the teas purchasable or something?

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Perfect, thank you very much! Although, how is that full map coming along? Along with the other bug fixes, of course.

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23 minutes ago, rangatan said:

how is that full map coming along?

I'm still not sure about how to address this. Like something that shows all of the country's locations and your current one?

26 minutes ago, rangatan said:

Along with the other bug fixes, of course

To tell the truth I think I fixed them all. I might have forgotten something since by the time I started working on the minimaps, my mind forgot everything else...

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On 2/11/2019 at 6:48 PM, Hikewne said:

This one's actually unavoidable. When teleporting to any non-town location (Fensalir Swamp, St. Rita [since it's in the middle of a field], Ammersee Shrine and such) and then you try to teleport back from the same place, you can't teleport back to your previous location due to the boolean that controls teleportations via circles and the Wind Crystal being the same. If anything, look at warping back using the wind crystal being the same warping method as from the circle instead. 

You can't warp back to a safe area when you teleport to St. Rita for some reason.

1006963714_ScreenShot2019-02-14at6_24_30PM.png.8e190e2e56ef3fcd329449f2c8aad868.png

It gives me that when I try to wrap.

Also 

975278332_ScreenShot2019-02-14at5_57_58PM.png.329b45bc950c76cb50523fb4fc37c151.png

You can go into the wall here and only in the map for some weird reason.

Also Now that I am thinking about it should there be two bosses down here?

If you are forgetting bugs fixes look at my first post.

Edited by Liz1980

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21 minutes ago, Hikewne said:

 I'm still not sure about how to address this. Like something that shows all of the country's locations and your current one?

Personally? I'd actually say go for two types of maps that you can switch between. One would be the main world map, showing only the major locations and your relative position. Such a thing would allow you to implement a map marker system on it showing where one needs to go if one picks up the game after a while but has forgotten where to go, if you want to do that. The other type of map would be a "zoomed-in" map unique to the screen you're on, showing the major locations, routes, entrances, exits, locations of interest, holes, etc. I know I'm suggesting a lot that might be unfeasible here, so it's your call to implement one or more of these ideas, or none. It's a big endeavour for such a big game, so I understand if you don't want to or can't do it immediately. Take this sort of thing step-by-step, you know? I I think most of us would just be happy if you put in any kind of map that you feel serves the players' needs well enough for the game.

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Now that I am thinking about it have you fixed the problem with the bathroom scenes not fading back into the map correctly leaving you with a black screen?

Like this

Spoiler

246507581_ScreenShot2019-01-30at11_01_34PM.png.8b798a86f46c79be5eb2e997a2bc264d.png202969497_ScreenShot2019-01-31at9_20_11PM.png.31826096b7745e9f121ef71fe34f79fd.png273830266_ScreenShot2019-01-31at9_22_14PM.png.cb4b96bc3e17d6e1ef8b0e453b04175e.png

I am not sure if it been fixed yet and/or can be fixed completely.

And have you made it possible to go to Kriemhild N3C from the area in Kriemhild N3W with the underground entrance. 

Edited by Liz1980

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52 minutes ago, rangatan said:

One would be the main world map, showing only the major locations and your relative position

This is what I was most curious about. Alright, I see... definitely plausible

 

52 minutes ago, rangatan said:

map marker system

Could probably be used for quests, but just a handful of them given that most of the story events are going to happen/be taken at the castle and specific story locations (which the player is automatically taken to). I'm not so sure about this not because of it being difficult to make, but because there's already the quest/task sheets. 

 

52 minutes ago, rangatan said:

The other type of map would be a "zoomed-in" map unique to the screen you're on, showing the major locations, routes, entrances, exits, locations of interest, holes, etc

This is the one I'm currently working on; however, there are only two markers I'm adding on (for now) that are shown on this map, which are the player's current location as well as pertinent safe spots/toilets in the area. I spoke with someone about this, and even before I brought it up they asked me if such a thing as entrances/exits/holes/items/monsters would be shown in the map and I said it would be possible, but a hassle (especially for items and monsters, but entrances and alike wouldn't be a problem). However, they said that for what their concern was, it was perfect with just these first two markers I mentioned, since telling where holes and entrances are right away from the mini map would reduce the exploration thrill.

 

 

52 minutes ago, rangatan said:

I think most of us would just be happy if you put in any kind of map that you feel serves the players' needs well enough for the game.

Do you like how this looks then? : D

 

 

Mapss1.png

Mapss2.png

 

EDIT: Forgot to say, the minimap is completely optional and can be turned ON/OFF.

Edited by Hikewne

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If its optional aswell, thats awesome! 😄 looks good so far Ty for the great game and actually listening to people 😛

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Sorry for all the posts I just keep remembering problems that are still in the game. 

Has the problem with the mana potions sometimes giving a little or no mana been fixed?

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I am seeing some armors that you can get in the game that aren't doing what they say they are meant to be doing.

Where can you fight a sword dragon because I can't find a spawn for them?

Edited by Liz1980

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