Version 9 Beta Public Beta Test Download
24 December 2016 - 07:10 AM
Version 9 Beta will be public download until tomorrow evening. Of course, there are a few special members who I will send the link to personally should they miss the deadline. The game will say version 8, I just haven't edited the title yet.
Most people here know the basic rules of downloading and playing this hack by now. If not, just ask on this thread, they'll explain it to you.
RULE NUMBER 2, DON'T HACK THE GAME UNLESS YOU KNOW WHAT YOU'RE DOING. One mistake and the whole game can bug up. RULE NUMBER 3, fresh start of course. This can never be controlled.
[Edit: Removed message about using using distributed rom files. Insane Difficulty does not tolerate such activities. - Hart-Hunt]
Keep in mind that this beta is based on the normal difficulty. You are free to do videos/walkthrough as you please.
Just be sure to title it BETA so the viewers know that it's still in the making.
I've been working on this thing all month. As usual, bugs sometimes appear out of thin air when you change things. I think I got all the hazardous ones out. I'll fix a bug during beta testing only if it completly prevents story completion but this shouldn't happen. There are a few things that are not final..mainly the ally stat growth past level 30 due to a new feature. I'll explain why later. And I still have to add a few new sound tracks.
The purpose of this public beta test is to check for deadly bugs and monster balances There's a major change to monsters that's going to shake things up a bit, and I haven't had time to balance this yet. Some might be too weak, while others might be far too strong.(Please excuse me should this happen...)Never fear, your allies have awesome changes as well. Here's a tip...MAKE SURE YOU DO THE 3D MAZE!! Everything else should be final unless something horrible goes wrong.
This project has consumed me completly, and after 8+ years of working on this thing, it's finally time to put it to rest. This is the grand finale...the last upgrades will be to fix any bugs and monster...and perhaps any great last minute suggestions should it be in our power to add it. Nothing seems impossible to Doomsday.
Thank you for your patience. Merry Christmas everybody! Be safe out there.
UPDATE: FIxed massive EXP bug.
Link will be down until final non-bugged game.
24 December 2016 - 08:50 AM
When I made new spells, I added more text...which carried over to the EXP needed to level up. It's amazing how something this small can bug up the WHOLE game. NOW do you understand why it took me so long? Little things like this happen all the time it might happen again later on with dialoge and such...
24 December 2016 - 10:58 AM
24 December 2016 - 11:47 AM
24 December 2016 - 12:05 PM
I hope I'm allowed to stream the beta publicly. If not, I'll refrain from doing so. I'm hoping to show a friend or two the game while I play it.
24 December 2016 - 07:52 PM
I don't know if it's just me, but for some reason I seem to have difficulty blocking Bowser's claw attacks, the timing for it just doesn't seem to be where I feel like it would be, either not or it's just a really narrow window. (And I was able to block both attacks from the Jaggers just fine.)
The other is I think it could be better communicated that Bowser is going to use his Fire attack and that you need to use the Defend command to survive.
So like instead of Bowser saying "What a joke! Put More Muscle into it!" it might be better if he said something along the lines of "What a joke! It's time to burn!" to better indicate that he is going to use a powerful attack, and maybe also have Peach say something the first time like "His Fire is too strong, you need to guard!" (Like she would say this either before or after mentioning hitting the Chandeli-ho.)
I like this guard mechanic for the intro fight, I just think it could be a bit smoother with some better communication.
I died the first time to this since I didn't know he used Fire after he taunted, which gave the fight a more trial and error feel since I would have no way of seeing that coming. (Sorry if I'm nit-picking here, I just see this as an area that could be improved some for a better introduction fight.)
Is level 13 too high for ending Bandit's Way with?
Croco just felt rather easy at that level, I didn't grind to that point either, as I got about 5 of those levels just from using the Starman in that area to beat like 10 of those bandit enemies.
Might I suggest changing the enemies in the room with the Starman to something that gives less EXP like Spinies so this spot isn't such a big EXP dump?
24 December 2016 - 11:15 PM
Then I guess the actual thing to look into would be seeing if the exp gained from killing enemies with stars can be reduced at all, maybe to 2 or 3 exp since that's how much you get from most of the fights in Bandit's Way.
25 December 2016 - 12:53 AM
As for Croco, DK didn't really balance the beta, so a lot of monsters will be either too easy or too hard. Certain allies, spells, and items are likewise broken.
25 December 2016 - 04:31 AM
Anyone knows how to fix this?
I'm playing version 9 beta and it is running on snes9x 1.54.1 for windows
25 December 2016 - 04:46 AM
Happy Holidays, everyone!
25 December 2016 - 10:04 AM
Pretty amazing stuff here, darkkefka! I'll definitely be checking this out soon, game and code. This is great to finally get my hands on a copy!
I keep telling you this but if you need any assistance with code or sprites, contact me.