Hello, I have been using SOM for a few weeks now. I got the editor menues translated to english. But the ingame menues are still in japanese, how can I fix this?
I'm playing the PAL version of KF4 on my PS3 (using ISO). When I discovered the door that we open with a release rock and that has Healing Stattue behind it, I didn't go and talk with Mista Fopa. Much later in the game, I found another Release Rock and used on the door. Now whenever I try to talk with him he doesn't give me Release Rock. So I can not open that gate which needs two Release Rocks, which has Engineer's Key inside.
I've been playing around in the map editor and hit a roadblock while playtesting with some stairs. I can't even get up the first step while trying to ascend them, regardless if I'm walking or running. I made a couple more using different tiles and widths, but I run into the same issue. The height difference between each step is .5, which should be climbable according to the tutorial linked in the forum.
I'm not sure if I'm missing an obvious setting essential for staircases, but I haven't had luck finding another topic (here or elsewhere) regarding this. Any help would be appreciated.
I saw someone had uploaded the content for the 1994 Japanese promo VHS for the PS1 to Youtube! It's an item I have in my KF collection, as it features footage of the first game from before release! The clip is only 30 seconds long, but a fun piece of KF history nevertheless! ;)
Another version of the same footage was found on a different VHS also published on the same Youtube channel, with a more serious tone to it.
Also, it shows what I assume to be the MSRP of the game at the end, which is à ¥6,400.
Enjoy! :D
PS: The youtuber's got more KF content on his main channel.
Hello, long time no see! Figured I'd pop by and share this video that was published the other day by the Youtube channel Majuular. It's an over 3 hour long retrospective on the entire KF game series, and is really good! :D
I have been having a recurring bug where NPCs do not drop XP no matter what when they die. It seems to be a 1.2 patch exclusive bug, as it works properly on vanilla.
Is there a way around this that can be done manually with Events? Like changing player parameter? They don't let you affect player XP in changing parameter. Is there a combination of events that can cause the player to gain XP?
I tried asking about this on Discord before and was told there's no way to fix this bug. Not sure if that's true, it works correctly on 1.0, just not on 1.2
The article talks about how KF-like games are becoming more and more popular, and mentions several indie titles that looks quite promising. (Though most of them aren't finished.)
Sadly no mention of SoM or the games made by the people on here, though. ;)
TLDR: This is a non-SOM game I made that draws a lot of inspiration from the KF series. It's kinda like KF as a 2D side-scroller, but with a very different combat system that turns it into more of a puzzle game. It also features an original soundtrack that was created using the same soundboard that most of the KF games used.
Deep Rune is a side-scrolling adventure game that seamlessly blends RPG mechanics and puzzle solving, all set in a mysterious world rooted in Norse mythology. Delve into the depths of an ancient underground ruin in search of the Deep Rune, a long-lost relic that is said to grant one the means to ascend to the legendary High Realm. Along the way, you'll need to strategically manage various items, magic, and stats in order to bypass the terrifying creatures that lurk within. Are you prepared to unveil the true nature of the Deep Rune?
Features:
- Full mouse control, with optional keyboard controls (a mouse is required).
- A handcrafted non-linear game world that rewards keen explorers.
- 6+ playable characters with unique traits that require different strategies to play effectively.
- A variety of items, weapons, shields, rings, and magical runes to collect and make strategic use of.
- Dynamic difficulty that doubles as a scoring system. Higher scores come with handsome rewards.
I am currently developing a game similar to Brigandine and requesting your opinions on the following features I'd like to implement. It would also help if you could provide suggestions.
1. Each country has special knights that is specifically only available for that country. Might also go for special monsters. The units will depend upon the country's lore.
2. Inspired by CO abilities of Advanced Wars, each country will have stat adjustments on their monsters. For example, the Magic Country will have -10STR but +10 INT on monsters summoned. The Economy based country will have -10 to all stats, but levels up faster and has lower summon, upkeep and rune cost. The Quality-over-Quantity country will have +10 to all stats, but has increased summon, upkeep and rune cost. This will make each country somehow assymetric
3. Different Leadership Style. In runersia/forsena, there is only one ruler per country. I also would like to implement a feature, where one country is ruled by more than one, a country without a ruler, and a country where kingship passes to the highest leveled knight.
4. Legendary Monster. A very unique monster that can only be acquired thru quest with different skillset