Part 12: Update XII - Crawling Dungeons, Just Like Riding A Bicycle
Update XII - Crawling Dungeons, Just Like Riding A Bicycle
♪ BGM: A Truth Revealed - WraithTouch.mid ♫
And thus, we find ourselves on the world map. Let's go and take a look at the world map, and bear with me here, it's about to get big...

We're currently positioned at the red X. Given that we're on a new map, we know approximately fuck-all about what is near us. We'll just have to figure that shit out as we go along.

Alaine and Valnar are looking significantly worse for wear. They don't have any spells, just the ability to suck blood...


...and their stats are pretty pitiful.

At least we still have our lollipop.

Anyway, we need some weapons. Let's see what we can find...

...a cave. Sure, that sounds good.

♪ BGM: Asgar's Cave - blood008.mid ♫



So, we have a cave.

It's nothing special, but it's our first dungeon crawl.

And of course, that means treasure.






Alright, let's check that out. But first, let's see how our shiny new weapons look.


...not exactly shiny. Well, let's look at the battle system tutorial.




Suffice it to say that I'm pretty sure there won't be many "easy enemies" in our quest. More on why later.



Why yes, vampires that we create throughout the game will be made by Valnar, who is of the third generation, not by Alaine, who is of the first generation, so the vampires we create will indeed be fourth generation, be generally weaker than the main party, and will be subject to this flaw of dying permanently if you don't revive them. How could you tell? Is it because our vampires are generally really dumb?















I am turning that on ASAP. I'd like to have some time to think about what the fuck I'm doing.





Yes, I will remove that tutorial.

Anyway, now that we have weapons, enemy encounters have spawned inside the cave. We've gone away from the random encounters that VD1 had, and instead gone to the enemies wandering around the map like Düsterburg had. However, unlike Düsterburg, these enemies are capable of respawning - if you change maps, all enemies will be back the moment you return to the map. This will get annoying at times.

I try to avoid this one because I'm trying to keep my level as low as possible because of The Secret Plan, but it doesn't work out. Time for battle!

♪ BGM: Crush Them - Xboss06.mid ♫


I really enjoy the animations in this game. I also really hope that nobody tells me they were edited from another game this time around. Now, let's take a look at the enemy we're facing. This guy is a "giant boar".
Oh, right. I do have to translate some things. It turns out that in this game, you cannot see the names of enemies. As such, they're only internal, and as such, they were left untranslated. Anyway, here's a stat block.
HP: 40
MP: 20
Attack: 25
Defense: 45
Intellect: 10
Agility: 40
So, not exactly a great threat. We beat him up with no problem.

♪ BGM: Victory - win4.mid ♫
...I recognize this tune from somewhere, but I'll be damned if I remember where it came from. Anybody know? Anyway, with that, we gain our first experience.
...let's talk difficulty. Here's the thing: Due to the way RPG Maker works and due to the fact that this isn't a game that has a ton of people working on it, difficulty is implemented in such a way that it's easy to do, and importantly, global. You can't do something like making all enemies stronger with RPG Maker easily. There are ways, but they're kinda hacky and are work. Instead, Marlex chose a different path, and I'm going to show you.



OK, so there's a few things to go over here.
Number one: These are Valnar's "classes". Classes can be assigned to a character and govern their stats and some other things. These classes are applied on Easy, Medium and Hard, respectively.
Number two: Don't worry about the animation group thing. Not sure what it's about, but whatever it is, it works.
Number three: "Mighty Guard" means that the character will defend more effectively - instead of reducing physical damage by 50%, it reduces it by 75%. This applies to every class in the game, so it's just generally to make Defend more useful.
Number four: Condition and Attribute Resists. I did a bit on resistances in the LP of the first game, but let's have a little refresher course:
So, weapons and spells can have attributes, and they can inflict conditions. For instance, we can have a spell that has the Ice attribute ("Eis" in this case - once again note the internals staying untranslated for reasons of "nobody is going to see this"), and can inflict the Poison condition. Every attribute and condition has a set of resistance levels attached to it, ranked from A to E. Let's take both Ice and Poison as an example:
Ice:
A: 150%
B: 100%
C: 50%
D: 0%
E: -50%
Poison:
A: 100%
B: 80%
C: 60%
D: 30%
E: 0%
This percentage modifies damage and condition inflicting chances. So you'll see that Valnar has B for many of his elemental resistances, which means that when somebody casts an ice spell on him, the damage is not modified, it's just the regular 100%. You'll also note that the Easy class has better condition resistances than the Normal and Hard ones - if Valnar gets hit with a spell that has a 20% chance of inflicting Poison, there's a 16% (or 80% of 20%) chance he gets poisoned on Easy, and the full 20% chance on Medium and Hard. So there's another way Easy is easy. But that's not the major part.
Number five: The experience curve. Now, there's something obvious that you should be already noticing, but first, let's go over how the experience curve works, because I just spent time working out how this shit works, so I'm going to tell you as well. I'd wonder if you maybe don't want to hear a whole bunch of words about the nuts and bolts of RPG Maker games, but if you haven't run screaming from the time I wrote a massive wall of text about the encounter rate in VD1, where I didn't even have any base to work on, just guesswork, then you're going to not run screaming from this either.
Anyway, the experience curve is based entirely around three numbers: Primary, Secondary, and Tertiary. These numbers each affect the amount of experience you need to reach the next level, and they do it as follows:
XP to next level = Primary + (Level * Secondary) + Tertiary
So, let's just say we want to go from level 10 to level 11 with Valnar on Hard. This means we need 450 + (11 * 800) + 600 = 9850 XP.
Astute mathematicians will have noticed something rather interesting about this system - since there are no factors attached to both Primary and Tertiary, they could have just as well been rolled into a single number. If you set Primary to 500 and Tertiary to 0, you will get the same results as when you set Primary to 250 and Tertiary to 250. The system is incredibly rigid, and even then, it makes you believe you have three factors to control, when in reality, you only have two. Brilliant. Anyway, on to the real important part here...

The experience curve is changed quite a bit between the difficulties. Basically, since every enemy gives the same amount of experience between difficulties, and there is no change in encounter rate, what this means is that on Hard, you're constantly going to be either grinding or underleveled. With the same experience that gets you to level 90 on Easy, you should be roundabout at level 77 on Normal, and somewhere around level 63 on Hard. So this is another way we're going to be at a disadvantage on this difficulty. Fun.

Finally, basically every enemy in this game drops a soul. There are some exceptions, but we'll get to those when we get there. Further, there are only "souls" now. No weak souls, strong souls, etc... well, not quite. There is one exception, but again, we'll get to that in time. Anyway, back to exploring the caves.

♪ BGM: Asgar's Cave - blood008.mid ♫
Every enemy on the map violently explodes when we beat them. It gets old within the hour.

Anyway, there's nothing much interesting in the cave apart from the part that progresses the plot. There's some items in secret passages, there's some enemies we get to kill, but nothing major. We of course find every single secret passage because I have RPG-Maker-vision. I also try to dodge enemies in order to not gain as much XP, and it doesn't go well because this cave is kind of cramped. Anyway, let's move on to the part that progresses the plot.

When we pass under this archway, we hear an evil laugh... a female evil laugh! What is this, this is new territory and I'm scared




Then, in the top left corner, we find something that isn't just another item we've already seen.





We fade to black...

♪ BGM: Asgar's Castle - blood009.mid ♫
...and cut to Asgar's castle.








Asgar then proceeds to produce some weird swirly things.


He then absorbs them.

And with that, we cut right back to Alaine and Valnar.

♪ BGM: Asgar's Cave - blood008.mid ♫


So, now we have a magical sword thing. We can't actually equip it, it's just in our inventory. Alrighty.

We also find another, more shiny looking chest in this cave. However...

Lockpicking is also a thing in this game, though we won't get into it until later. Nothing much else in this cave, so we head back out.

♪ BGM: A Truth Revealed - WraithTouch.mid ♫
And just north of where we started from, we actually find Asgar's castle. How convenient! So, next time, we'll charge at Asgar's castle once more, magic sword in hand. Will it work? Somehow I doubt it, but we're going to try regardless!