Jump to content
Existing user? Sign In

Sign In



Sign Up

6 Screenshots

About This File

 

SYNOPSYS

This is a world known as Gaia, in honor to the Goddess who created the land and gave life to creatures inhabiting in it. In Gaia, we follow the story of Kriemhild, a country located in the main continent of this world and the house for a number of personalities that were involved in a short, world-scaled war that lasted ten years. However, the scars of this war are still very present after a few years, and a wicked character has his mind set in causing chaos and destruction in order to serve a purpose which is yet unknown to his victims. It falls into the hands of the people in Kriemhild to stop him, including a young girl named Solveig, who has recently become a knight and is determined to help the country that saved her and gave her a place to call home.

GAME FEATURES

This is a classic, old school JRPG-style with a few MMORPG-like functionalities seasoned with an engine that enables omorashi characteristics and events, including, but not limited to:

  • Desperation System and standarized omorashi events
  • Visual Novel-like special scenes.
  • Sandbox-like free exploration of both countries of Kardia and Kriemhild with 50+ overworld maps to explore plus 10+ dungeons to visit.

 

Like the game? Support us on Patreon!

There are a handful of extra perks you can get by supporting us, such as acccess to extra art, illustrated written stories, a private community discord, and more!

https://www.patreon.com/hikewne

 

Deeply grateful to our patrons!

George Washington

Bary Bary

weppah

Kasuhimiya

gthegamer 775

lieyanxiaogui

verflares

JainaSolo

Chapman

anony123

Aqua

Sam Hedger

Tsaranon

Nick

Njaalerino

Farseer

BlackBird98

Ray Tracer

HorseMinions

SirNobody

StefanJung

PoxFox

Shogun Thomas

Aria the Bunny

AlmightyIdiot (A.I.)

Vadersdemon

Melciah

 

Edited by Hikewne (see edit history)


What's New in Version 5.1.0

Released

Main Udate: Chapter 9

Story Content:

  • Chapter 9 of the Main Story has been added, including 3 new special scenes.

Gameplay Content:

  • Elemental weaknesses/resistances now stack, combining all of the multiplier into one depending on the target's affinity (e.g. if an attacker has imbued the elements of Darkness and Explosion and attacks an enemy weak to them both, the damage will be multiplied by those two multipliers instead of only picking the biggest one). However, two elements of the same category will not combine (if imbued with Water and Ice, only the latter will be taken into account; same for resistances). If at the end of resistance calculation an enemy is immune to an element (multiplier would become 0) but suceptible to neutral element (Slash or Blunt), that enemy will still take damage equal to half of their suceptibility to the neutral element.
  • Guard revamp: Certain enemies are now able to use the Guard command to reduce their damage received. However, Guard can be broken when receiving damage at a chance (moreover, there are skills and passives that completely ignore or break guard upon attacking).
  • Turn-based effects have been revised: instead of turn-based effects only taking place at the start of each turn, they are now divided in effects that take place at the start OR at the end of each turn (such as countdown for Aura buffs). 
  • Elemental affinity experience revamp: changed the method to calculate elemental experience when using Special Skills or Offensive Spells to scale better with the current elemental level in regard to the enemy's level, making it easier for lower level elements to gain experience when facing enemies with higher levels. Moreover, elemental experience will be granted upon each successful hit on each enemy. Moreover, Skills and Spells that result in a Critical Hit will grand double the experience for that hit.
  • New items added to the Alchemist Store roster: Orb Items are new consumables that can be used in battle (a handful of these were already available before, but new ones have been implemented and improved). Effects of these items include Tier 3 Offensive Spells of all elements and special buffs that are unavailable elsewhere.
  • New passive skills have been added to the leveling roster in the Shrine of Goroma Mountain with the NPC Elena (provided that the sidequest Crossfire has been cleared).

Skill Changes:

  • Solveig will now automatically enter the Guard status when using Shield-based offensive skills (Shield Bash, Shield Chain, Titan Rush). 
  • Solveig's Gaia Slash skill can now inflict Helpless on its target at a chance. This chance is increased if Solveig's Physical Defense is higher than the target's.
  • Solveig's Fragarach skill will now be used at the end of the turn in case she did not receive any damage. Moreover, if the skill is triggered normally (as a counter), the target will have a very high chance of becoming Stunned on hit. 
  • Hecate's Alla Marcia skills' damage has been increased. However, Alla Marcia - Finale can no longer be activated on its own and strictly requires the first two movements to be used in succession.
  • Aria's Leaf Blade skill's effect has been revised: Critical Hit Chance increase has been increased and a Critical Hit Damage increase effect has been added.
  • Aria's Moonlight Slash skill now has a Critical Hit Chance increase and a Critical Hit Damage increase effect.
  • Aria's Electrolink skill's effect has been revised: MP Refund effect will happen if the target is Critically Hit instead of being Defeated. Moreover, MP Refund effect has been increased and now scales further depending on the skill's Mastery Level.
  • Aria's Quasar Cannon skill can no longer hit multiple enemies if the first target is Defeated during the first four hits of the skill.

Visual Changes:

  • A gauge has been added in the main status menu just under "Total Experience in Next Level" showing progress towards that level.
  • In the ID Cardex section of the status menu, each elemental affinity now has a gauge depicting the progress towards each elemental affinity's next level.
  • Elemental Experience gained during battle can now be seen during the battle results' victory screen.

Omorashi Content:

  • Scenes from Chapters 8 and 9 have been updated in the Replay Room (provided that said chapters have been cleared).
  • Two new NPC scenes have been added (requires Chapter 9 to clear). One can be found in the Kriemhild Royal Castle, while the other can be found listed in the Embassy Building's Task List.

Bug Fixes:

  • Fixed an issue causing Aura Buffs to last less than intended (consuming extra turns in battle for no reason).
  • Fixed an issue that caused the game to crash when leveling passive skills beyond level 3.

User Feedback

Recommended Comments



Time to talk about by far the biggest issue i have in this game, the lag spikes

 

||Editors Note: Wow. i really went on a rant this post, huh. the rant is there if you have a minute or two of spare time, but keep in mind that it's a rant and not a callout. you will see why i say when you read it... especially later on. One final note, i don't want anything coming of as negative towards you. i know shit happens and real life events can be rough, so PLEASE don't take anything personally. on an unrelated note though, google didn't have Golem in my PCs dictionary lmao||

 

i was looking back at the comments and i saw you talking about the 'lag burps' that the game produces, and tbh i kinda want to help with that topic. i would assume that you know that the most fundamental thing that all games (excluding certain outliers) is to immerse the player in the game... let you feel like you are actually there... be in the player's shoes... blah blah blah... the usual stuff that everyone over the age of Born tomorrow knows. I wanted to address this problem the most because recent sections of the game have made me... frustrated (for lack of more potent words that wouldn't get me put on the FBI Watchlist) at the lag spikes, take the chapter 7 Golem puzzle for example.  

If it was a simple issue of balancing, then i would hold it off until later because ive already stated a lot of things that are either being worked on, or being looked into. Also it would just be a simple thing that can be fixed by adjusting dmg output, changing an effect, adding a line or two of code to fix a cutscene, you get the point. But an issue badly needs to be addressed once there is something SO fundamentally wrong with the game itself that it makes normally THE MOST BASIC AND THOUGHTLESS THINGS that should require little to no thought, like movement and menu navigating, a struggle/chore to do. and that makes it bad game design, because it breaks the immersion that the game tries to give, because you are actively fighting the controls. And I know that ive said it so many times that im not a game developer, and i havent even worked with rpgmaker ever, so i have no idea what goes into it when you are making stuff and whatnot. I just know what is meant to happen in gameplay.

The only reason I didn't bring it up was because before i had a dogshit quality mac from the forgotten time of 200X (can't remember the specific year, i just know it was at least 2006) so i chalked it up to an unoptimized PC. I got a new(ish) computer recently, and decided to replay the whole way through. The lag spikes were still there, even at the exact same rate as my old computer played it when the game was in beta. here is some context why say it was beta: i just call the version of the game before it got taken down the 'beta' version, just makes more sense to me, also its easy af to type. I personally didn't have to big of a problem with it...

Until Chapter 7

lmao it really is the cursed chapter

anyways, so either A.) my old mac really couldn't keep up with the game, and it coincidentally spiked at the same rate as the current version of the game does. or B.) It was unoptimized EVEN IN THE BETA STAGE. I don't know about you, but im leaning toward the latter. but then again... option A genuinely might be more likely to happen than i think

Ok

Enough mindless ranting, let's get back to the matter at hand, the lagspikes. There are a few things that i think can work. These are not in order and just popped up in my head as i was typing, hell some of them even go hand in hand.

1.) Have you tried getting external help from someone who knows about this problem?.. if its even that common to begin with

2.) Sometimes google can help, there might be specific things that can cause them to happen (im not saying what because i don't know jack shit lmao)

3.) Maybe more alternate programs can help (I forgot what they were called, and im too lazy to go back and grab the name of it) You said yourself that they should theoretically reduce lag, so why not add more... if that's even possible. I don't know how exactly to put it, but i think maybe you understand what im trying to say

4.) just try experimenting. divide the maps up into smaller sections, maybe group them together. you can reduce the number, increase it... just toy around a bit, you might find something that works

5.) try optimizing the code. this game is kinda old, and you have gotten more experience with this, no matter how minuscule (pulled out the dictionary for that word lol). just try going back to beginning and just refine things.

 

And now it's time for my personal thoughts on it, and a potential solution of my own!!!(don't take my word for it tho, im just speculating)

earlier i said that it was doing the same lagspikes in the beta version, not the best baseline because PC quality, but it's still something to go on. I should elaborate why im still using it for data. The lagspike issue was the only thing wrong. there werent any longer loading times, and the gameplay was still smooth. i also know that many things have been added since then.

that's when it hit me

a lot of stuff has been added, and the lagspikes were still at the same rate. It made me realize that it might be caused because of an early on mistake in the game, assuming you still have the same base game in it, and only added onto it. HOWEVER, if you just added things onto the beta itself... that narrows things down A LOT. If this is true, then you should look at the base game and work things out from there. How exactly you do it... that part is beyond me.

i also have an idea on how to narrow it down even further. If you have any previous versions of the game, try booting them up and see if there is a version where it starts/stops. I'd understand if you don't have any other versions because storage does have a limit. But if i WERE a game designer/developer/whatever the fuck else you wanna call it... i would always have backups at every important part so i can pinpoint as best i can where something goes wrong. Maybe you could keep that in mind for future reference.

 

wow, i can't believe i sat down and typed for at least an hour straight. well, at least i finally got that all down. i know im still kinda waiting on certain things to resolve... *cough* *cough* softlock fixes *ahem*, but this is something that is seriously an issue for the game. 

i wonder how people actually deal with this type of shit, managing bugs and balancing i mean. thats gotta give them at least a headache or 7

oh yeah, i gotta wrap up this novel

uh...

...

Rpgmaker isssssss uh.... pffffffff- Bullshit...

yeah...

i guess that works as an outro

   ily (no homo)

Edited by DankMemeLord (see edit history)
Link to comment
On 4/14/2021 at 12:24 PM, Hikewne said:

Talking to the librarian should immediately make the quest appear at the board in the embassy; give it another look (the task's name is Helpless, should be in purple or golden font)

I've checked, and checked again, and still nothing. Any idea? I uploaded my save if that helps.

Save16.rvdata2

Link to comment
On 4/26/2021 at 3:57 PM, anony123 said:

Don't think that place is accessible at the moment.

Then what can I do? I finished all quests including the one where you get the records room key and finished the medals puzzle. So my next mission was going to Goroma shrine, then the priest was next to the mountain so I guess I have to climb it, so I did and ive explored every corner of it. Nothing to do

Link to comment
On 4/25/2021 at 9:45 AM, Jack644 said:

What do I do- what is there to do?? 

Screenshot_20210425-184341_JoiPlay.jpg

What program are you using in this photo, is it on a phone?

Link to comment

Amazing game first of all

 

But I'm also stuck in the catacombs right after finding the gate, I have no idea how to get to the bottom part, what am I missing?

Link to comment
1 hour ago, hyperman said:

kill the pulunpas to the south of southern castle town

Yeah, I already got that taken care of. geez, that sidequest had way too much grinding for my tastes.

Link to comment

In case anyone runs in to the same problem in the catacombs- For some reason after interacting with the gate and leaving it didn't save, could have been my error, but after interacting with the gate again it allowed me to interact with the switches

Link to comment
24 minutes ago, Hikewne said:

I'm working as hard as I can. I swear. 😞

Take your time. Your health is more important than the game.

Link to comment
1 hour ago, Hikewne said:

I'm working as hard as I can. I swear. 😞

Oh No! Please take your time! Don't mind me I was just asking! 

Link to comment
On 5/26/2021 at 8:43 AM, pumpkinjuice1 said:

Can someone please tell me where the swamp is?

It's to the southeast of Southern Castle Town. Just go east and eventually you'll come across a bridge.

Edited by anony123 (see edit history)
Link to comment

And it's here! Man, we've been so tight on time that this was supposed to be out a month ago... but at least it is ready now, though it still lacks one of two things that will be done in the short future.

Check the patch notes if you'd like to see what's new; I guarantee at least a bit of a surprise! We'll continue to work towards bringing more content (that we are already working on), so expect more soon... as-- as soon as time allows us, that is. Hopefully won't be long.

Enjoy! And if you have any inquiries, doubts or comments, please feel free to directly message me (especially if it is something regarding a bug you found, or even better, if you have feedback on the story, characters or gameplay!)

Link to comment

image.png.e9375f472a70e887bdd587192e3c56c8.png                                                                                                                                     shows up at tutorial area when attacking or receiving damage in the first scripted fight , idk if its just me 

Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...