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loopy

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Re: Legend of Queen Opala: Origin

Been playing the release and enjoying it a lot more than the second one. I especially like the activities that Gabrielle and Farah unlock in towns.

However, it seems like the boss fights are unbalanced. My team was LVL 14, all gold weapons and armor, and BARELY managed to beat the stone golem guarding the catgirl village. And only because it eventually ran out of mana for its big attacks and i could plink away at it.

Now I'm at the Masquerade fight soon after that, and am getting stomped before she's even at half health. Am I expected to be grinding to higher levels? Is there some trick I'm unaware of? Being able to kill the regular enemies and then having the bosses so much harder just seems like poor design to me.
Gabe can't balance worth a damn, mistakes tedium for difficulty, and doesn't seem open to suggestions about it really. I think there was a post stating that the difficulty on that had been toned down after numerous people complained, but it's still a slog unless you cheat. Just like killing 30(!) of the freaking Broncallos to unlock their legendary.

I remember in the second one I pointed out that the lobster things in the desert were really prone to spamming that Grand Paralyze spell they had. It also renewed rather than missing if it hit while you were paralyzed. If they managed to get your whole party, all you could do was go get a drink and wait until the sound of constant casting ceased. I think there were items that made you immune, but none were accessible until much later in the game. The only way to avoid an incessant paralysis loop was to avoid those enemies and come back after grinding, or wait until a New Game+. Gabe never even bothered to explain why it was intentional and "challenging", even after tweaking about a third of the enemies to make them less painful, because christ, you couldn't take many of them down in less than five minutes without getting end-game ultimate weapons. Even after they were tweaked, you still needed ultimate weapons to finish anything quickly, even at level 80 and up. But the bosses were generally easy. Go figure.

Here's a bunch of information for anybody who wants it. I didn't bother keeping track of Ruby Chests and all that, as they're mainly obvious. Hopefully, Gabe will fix some of the bugs before release.

Monster, Number of groups required for Vanquisher (unlocks legendary), Illustration from Legendary,Legendary name, Legendary location
Werewuffie,30,025,God Handbast,Windy Canyon (Cave)
Contoad,30,046,Toad Ninjitsu,River Checkpoint
Dilizard,30,012,Mountain Grinder,Rivulet Hills (Guild of Heroes Cordon)
Slimebag,30,069,Waste Gorger,Hollow Gorge (Southern Cave)
Mischief,30,067,Sir Troublemaker,Western Lighthouse
Firewolf,30,066,Wolheim Howler,Crimson Forest (Cave near Howling Moon)
Wild Stinger,30,026,Queen Stinger,Grassland Road (Southern Cave)
Sylvan Fungus,30,051,Thorn of Fairlight,Lake Fairlight
Nectarfluster,30,081,Rainway Demon,Fellhorn Ruins
Venom Hornet,30,---,None,---
Dark Bat,30,065,Demonicon Eye,Nillia Woods
Bone Wanderer,30,037,Resurrected Baron,Colussia Sewers (North)
Broncallo,30,052,Nerophant,Royal Cottage

The Progression list says all Vanquisher titles unlock at 30, however some appeared to unlock at 25 (Werewuffie and Contoad). Some legendary names may not be the same as on screen. I forgot to write some of them down, and the code sometimes says something different. For example Demonicon Eye is "something Onehan" in the code.

Bugs
Earned Lake Fairlight cleared without opening the Ruby chest.
Lantern doesn't seem to work in newer caves at least.
Sometimes dice showing 2 + 4 are treated as a total of 5.
Windy Canyon cleared.

Dimensional Shards (the numeric bits are just map numbers)
002 Colussia (Center by house of guy who can't light a fire)
061 Colussia Sewers (Near Bolt Mail)
074 Port Ronod (Fish Market)
111 Grand Bridge (Second section, near exit)
120 Rivulet Hills (Western Contoad Cave)
124 Fellhorn Ruins (Empty Building in second area)
145 Darkthorn Keep (Western part of sewer between bridges)
154 Lake Fairlight (Island in area one east of entrance)
158 Western Lighthouse (Second floor)
166 Caimridge (Basement of town hall)
180 Windy Canyon (Werewuffie house)
189 Imperial Manor (North of paddock)
192 Highland Inn (North of paddock)
204 Nillia Woods (Campsite overlooking Darkthorn Keep)
210 Crystal Hall (Automatically given by Ilumi)
211 Grassland Road (On plateau patrolled by Wild Stingers)
220 Brightstone (Corner of building just east of the entrance)
245 Gentlemen's Club (Behind club, by well)
247 Summer Cove
263 Crimson Forest (North of Neifu camp)

Clearable areas
Port Ronod (Edit: Potentially bugged. See below.)
Rivulet Hills
Grand Bridge
Lake Fairlight
Western Lighthouse
Windy Canyon (Appears to be bugged. One of the required finds, Dimensional Shard by the Werewuffie house, increments Port Ronod's counter.)
Highland Inn
Nillia Woods
Grassland Road
Brightstone
Gentlemen's Club
Summer Cove
Royal Cottage

In general for Area Cleared Titles, Gabe checks for counter == somevalue in the code. If that's done for Port Ronod, you could lock it out by hitting somevalue when you get the bugged Shard in Windy Canyon. It won't try to award the Port Ronod title in Windy Canyon, and when you do collect the actual final item in Port Ronod, counter > somevalue won't trigger the title.

Edit: It's actually a little more insidious than that even.

Since that Dimensional Shard in Windy Canyon increments the counter for Port Ronod, if you were unlucky enough to find it before doing the very last thing that's actually in Port Ronod, a mismatch will occur. It might even be likely to happen because one of the cabinets in Port Ronod requires the Torsion Wrench (level 2 lockpick) reward that you can't get until later. What happens is that the collection's title listing checks for the Port Ronod counter to be equal to or greater than 14, and if it is, you get the star by that title. So if you get that shard, and it sets Port Ronod to 14, from that moment on, the collection will say you have the Port Ronod Cleared title, whether you got a message or not. However, when you're actually searching Port Ronod, in order to get the title message and increment the counts for areas cleared, titles earned, and explorer titles earned, the value must become exactly 14 as the script runs. So you search that last cabinet with Port Ronod's counter already set to 14, the script increments it to 15, and then you're out of luck when it checks to see if Port Ronod is equal to 14 to give you all the benefits of "clearing" the area.

Available Treasure Maps
01 Rivulet Hills
03 Windy Canyon
04 Nillia Woods
05 Crimson Forest (Near Howling Moon area)

Map 02 is inaccessible. However, the dig spot can be found and noted (not actually dug) in Caimridge near a tree outside the town hall.
 
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slappymc

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Re: Legend of Queen Opala: Origin

Is HP for enemies visible now? That is one of my biggests issues with the previous two games - just hammering on enemies with no clue how much I've got left.
They have an HP/mana bar now, but no numbers.
 

Xil

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Re: Legend of Queen Opala: Origin

First episode has been released.

Link -
 

jack_package

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Re: Legend of Queen Opala: Origin

Anyone knows how to sprint? I got the boots from the scholar but i cant enable sprinting in any way. It says A for sprint and A is binded to Z if im not mistaken. Doesnt work.
 

Sarav

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Re: Legend of Queen Opala: Origin

Anyone knows how to sprint? I got the boots from the scholar but i cant enable sprinting in any way. It says A for sprint and A is binded to Z if im not mistaken. Doesnt work.
Ah no, you actually have to press A.
 

kR1pt0n1t3

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Re: Legend of Queen Opala: Origin

Where does the first episode end? Is it the Royal Cottage where you find the prince dead?
 
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Thedeadly

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Re: Legend of Queen Opala: Origin

Where does the first episode end? Is it the Royal Cottage where you find the prince dead?
Yea the last fight so far is the one with the crazy Clown lady. Then the game gives you something called the "Orb of Restoration" which I think is supposed to be a New Game Plus type thing. And it let's you free roam.
 

Crawdaddy

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Re: Legend of Queen Opala: Origin

They have an HP/mana bar now, but no numbers.
Ah, well, good enough - as long as one can see progression and relative proportions of damage done vs. health left - I got extremely frustrated with stabbing at Master Hen'tais and having to guess whether I'd actually make the fight within half an hour based on what my damage numbers were and extrapolating there. (Which happened a lot early on since I'm not hugely fond of mindlessly grinding mobs, which JRPGs unfortunately tend to have a lot of.)

Admittedly, I guess I could've played the easier story-mode, a mode which I think more games should have as I personally tend to focus on lore and story over loot and crits. :p
 

walla

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Re: Legend of Queen Opala: Origin

Good news.
I extracted the CGs from the game and episode 1 already have more scenes than the entire second game, and yes, I'm talking about real scenes, not random portraits (but they're still there too). The other females besides the main trio also have a good number each, at least for now.
I'm not playing the game until the complete version arrives, but so far looks like Gabe really learned from the mistakes.
 

loopy

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Re: Legend of Queen Opala: Origin

Yeah, sprinting is the A key. You have to be careful about it, though. Gabe didn't borrow, buy, or steal a script for sprinting; it's just an event inserted into every map where sprinting is possible. I wouldn't give you a nickel for the code. It doesn't even have proper intervals in it to debounce the button press, so if you hold it a little longer than a few frames, it'll turn sprinting right back off.

You're better off using Cheat Engine to apply speed hack. The whole game is like running in molasses otherwise.
 

deaththekir4

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Re: Legend of Queen Opala: Origin

Where did you get Crystal Fragment I somehow didnt get it this time. I started new game in full ep and do you get it from traveling scholars?t
 

shruikaan

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Re: Legend of Queen Opala: Origin

I have Two questions:
Are Golden Beetles still present? I recall I fan find one in the area before the first village against Werewuffies. Are they random?

When will the Crystal transport function start to work?
 

Crawdaddy

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Re: Legend of Queen Opala: Origin

I have Two questions:
Are Golden Beetles still present? I recall I fan find one in the area before the first village against Werewuffies. Are they random?

When will the Crystal transport function start to work?
I've only played a little bit, but you get a "tutorial" message talking about Golden Beetles, so they're definitely there. Where they in 2? I can't recall them, I hardly know what they are.

As for the Crystal transport system, I activated two crystals, but I never attempted tp'ing.
 

shruikaan

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Re: Legend of Queen Opala: Origin

I meant I found them in an earlier beta, one in the area near the destroyed village.
 

loopy

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Re: Legend of Queen Opala: Origin

I have Two questions:
Are Golden Beetles still present? I recall I fan find one in the area before the first village against Werewuffies. Are they random?

When will the Crystal transport function start to work?
Where did you get Crystal Fragment I somehow didnt get it this time. I started new game in full ep and do you get it from traveling scholars?t
She shuffled the scholars. I think the one that gives you the teleport ability is in Port Ronod, but I don't remember exactly. It used to be the guy in the Inn in Colussia. Edit: Yes, it's the guy in Ronod.

The scholar in Ronod only appears at night, along with his conveyance.

Golden Beetleblades are still in the game. I think their base rate is a 10% or 20% chance of appearing when you enter an area (as part of one of the existing enemy encounters). There's an item that will double that rate.

Beetleblades don't choose their enemy group at random. It's always the same "mob". In Rivulet hills, if you enter from Northern Fields, the mob is always the second one on the left as you go north, on the second screen (1 north from the entrance). If you don't have all the helper items, you can just exit to Northern Fields, re-enter, go 1 north, pass the first group on the left and attack the second one. If the Beetleblade doesn't appear, escape or kill the Werewuffie, and repeat until you get as many tokens as you like.
 
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Crawdaddy

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Re: Legend of Queen Opala: Origin

Well, I kinda get that they'd give you running before teleporting.

Speaking of teleporting - it's kinda interesting how in LoQO2 it was free-saving that was a reward and teleporting that was there to begin with, and now - if I've got you guys correctly - it's the other way around, since I could save whenever I wanted from the beginning.
 

loopy

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Re: Legend of Queen Opala: Origin

Yeah, that's true about saving and teleporting. In this game, the only reason for crystals to do saving at all is that the menu is locked out when you're in Darkthorn as a "guest", and the crystal is your only option.
 
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