I updated the Discord link. If it still doesn't work, you can copy and paste it and that should work.
anzod
Creator of
Recent community posts
1. There's no maps. I don't plan to add any, I definitely won't add any that show item locations.
2. Maybe I'll add an option for bonus starting gear at some point. I like the idea.
3. There is a secret class in the game with unique items and events. It's much more difficult and is unlocked when starting a new game while you have a save file that has acquired the related item that unlocks it.
4 & 5. I don't plan on adding many more classes, so I likely won't add these.
6. The tents that you can rest at have random battle chances, I'll think about adding more variety.
7. Hmmm, probably won't add anything like this.
8. So a compass? Probably won't add one since most maps are oriented with North being at the top anyway.
Also, what's your primary language? I'm testing out having different languages. Right now I'm doing a Portuguese translation since someone in the Discord speaks it and was willing to look at some of the translation.
Quick fix:
Thanks to Metal on Discord for reporting the following:
- Fixed one of the entrances to the building in the Nexus Forest North taking you to the wrong map or crashing (Thanks to Metal on Discord for reporting it).
- Fixed the worm race crashing (Thanks to Metal on Discord for reporting it).
- Removed the action limit on Fighter and Demonfist stances (Thanks to Metal on Discord for reporting it).
- Fixed the Seer Forest well not being interactable after going down once.
- Fixed the Crawl space keeping the camera locked.
I don't think I'll add a skill like that, mostly because I don't think it'll be used. Escaping is already guaranteed in fights where it's allowed and you could use a teleport scroll to go back to town after. There's only a few places where teleport scroll are disabled that a skill like that could be useful. I'll keep the idea in mind though, could be a niche skill for one of the classes.
The ways you can heal are:
- At the Goddess statues
- With healing skills inside or outside of combat
- Healing items
- Some classes and items have passive health regen that will apply when moving outside of combat, or each turn of combat.
- Sleeping at an Inn
- Sleeping in a bed that you own.
- Sleeping in a tent.
Edit1: Wait hold on I need to pack it as a zip instead of rar, you can try the following after if it doesn't work.
Edit 2: Okay now that it's a zip it should open properly and if it still won't run you can try following below. Hopefully the game is worth the like 8 months it took for me to compress it as a zip instead of a rar. smh
Alright, let me know if this works.
extract the file to wherever you want the game
go into /Levania [MacOS]/game.app/Contents/MacOS/NWJS
Open up MacOS console and type this; ' chmod +x ' (without the apostrophes) and then drag and drop the nwjs file to the terminal window to get the right location of the file and then run it.
And then try running the nwjs file.
If it works, let me know and I'll update the instructions on how to run it on the game page.
Alternatively, I believe there are free programs that will run RPG maker games for MacOS, like this https://github.com/m5kro/RPG-Maker-MacOS-Launcher/blob/main/main.p
Looks like I need to buff some of the TP modes then and maybe add some. At one point at least there was a TP mode where you would start with 80 TP but I guess I removed it or changed it cause it was too strong. There are some classes that can get more TP regen as passives or innately have some, it's different for each class. Each 1% increase to TP regen is 1 extra TP regenerated passively each turn. There's also TP charge rate, which I don't remember if I use anywhere, but that affects how much TP you get from basic attacks. So for an example, a pyromancer gets 6 TP for each attack plus whatever TP mode they have.
I'll also buff each of the Diviners (the ___mancer's) special buffs since they look underwhelming. As far as the variety of spells, most of what you mentioned are in the game, it's just that the variety is spread out across all the classes. The only thing that I didn't use is having abilities with hit rates that depend on damage. Might be something I use but it would be something that I'd add to a specific class as a quirk/gimmick.
Hmmm, yeah, I don't want people to savescum it just to try and maximize. Maybe every 4th coin you could choose a stimulant then. Or maybe I'll just change what you get from him entirely and have the tonics and stimulants be special rewards elsewhere.
For TP are you trying out different TP modes and still finding it to be underwhelming? Or have you not met with the TP dealer? I feel like there's definitely some TP modes that shouldn't be making it feel underwhelming. Like starting with max TP or having TP carry over between battles. I can also buff the damage of the skills as well, but I don't want to make them too overpowered.
As far as many spells feeling samey, yeah I get you on that. There's only so much I can do to make them different and I tried to do what I could but inevitably some are going to feel similar. I'm going to edit the skills and balance eventually, i just haven't messed with it much since I finally got it to a place that's decent. I'm also not trying to make it so every class is equally good, there's going to be some that are plain better or worse. When I do edit it all I'll try and see about having the skills within a class at least feel like they have different purposes.
Welcome back, glad you're still coming back to the game to see how things are.
Thanks for reporting the bugs, I believe I got them fixed for the next update. The one where you exit and get put in the middle of the water I just fixed not even an hour ago coincidentally. Still appreciate the reports cause they're things I almost missed.
The feature to turn the followers on/off was implemented too far into development to where I now need to go back to every event that changes the followers and edit it to account for whatever choice you have it on. There's probably some other ways I could get around it sort of, but for it to be implemented properly I'll have to fix all the events. I might have to start doing it a little at a time.
For the tonics and stimulants, I just remembered that I never did add the random element to them cause it was gonna require making a script or plugin for it. The idea was gonna be, for example, that the attack tonic would give +1-2 and the stimulant would give 3-4 or something like that. So the stimulants requiring 3 coins would guarantee getting higher but the tonic would be more cost effective if you got lucky enough. I'll need to re-examine that later on for the next required reset but I forgot about that until you mentioned it.
I mean, I don't think this one is ever going to be done with how much I want to add. But, I do plan on taking a break from it once I get Aquanis (the main world map) finished so I can work on another game. I've got ideas for 2 other games that I really want to make that would both be much different. One is a more story focused RPG and the other is a DnD 'ish roguelike. Both of them I should be able to finish in a 1-3 year time frame each since they have a much smaller scope but we'll see when I get to that point.
I've thought about it but it's not a priority right now. I'd need to look into how to even add something like that in. It would have to be machine translated and there's a ton of text that would need to be translated. I'm pretty sure most of the nuance and wordplay would be lost but I still think it'll be worth adding at some point just to reach a wider audience.
I've never had anyone say that the Mac version does or doesn't work so I'm not sure if this is a new issue or always been the case. I don't have a mac or know anyone with one so I've never tested it. Have other RPG Maker games worked for you before? Also, the downloaded file just opens as words? like there aren't any folders in the file?
Did you craft the Bag of Alchemical Supplies at a crafting station? I went ahead and changed that dialogue so that he reminds you to do that. For the quest board, I'll try to fix that. It's just still like that because that specifically is a bit complicated behind the scenes. Thanks for letting me know
Well first off, Thanks you for taking the time to write such a long and detailed review. I appreciate it.
The story and idea is pretty bare right now since I'm trying to focus on adding areas and refining that content. I want to have more areas for story moments to take place in. I'll think about making the story sort of more religion focused, or at least having religious aspects. One thing I want in the story is for either good or evil to not be so black and white. Like not just the embodiment of good and evil but characters that are more mixed.
The Class balance is totally unbalanced, but I didn't have much time to test it out before releasing it either. Even while making the damage calculations I knew I'd need to go back and fix some things. I've already lowered the basic attack damage for almost every class since they just seemed too strong generally. The Cryomancer is supposed to be the weakest of the Diviners in terms of damage but yeah the skills could use some work in terms of variety or progression. I think in some cases I made some of the basic spells for the starting classes a bit strong, I'll look into making them feel more like a stepping stone into the real spells/skills.
The spells/skills are already structured so that once you fully learn a spell it unlocks a new stronger spell. I wanted to add a visual skill tree so you could see that but I couldn't find any plugin that worked the way I wanted. I might have to add an image showing the progression or something. But I agree, having a visual skill tree would be very helpful.
I can add a exclamation mark to quest important NPC's, though I don't know if there are that many. 'Quests' that Vic in the bar gives hints for aren't meant to be obvious or well known so stuff like that would still be unmarked but I should mark him. Followers should probably also be marked but I don't want it to be so obvious with an exclamation mark above them. I'll have to think about that.
The well quest I had to check because I forgot but you're supposed to stand on the water bubbles that blast water upwards. There should be a lightbulb icon over the bubbles that disappears when it forms the geyser and returns when it goes back to the bubbles. This is in the lowest level with all the lava by the way. So if that doesn't work then let me know, it used to at least.
I'll look into the no encounter/half encounter spells not working.
I'm also a fan of not having random encounters and instead encounters you can see. I do use encounters you can see in several areas but I think I should make it more consistent like dungeons and forest hideaways being where you can see the encounters but overworld type areas having random encounters. I'm not really sure what the percentage of people who like one over the other is. Maybe if I can't get the no/half encounter spells to work I'll just make it a toggle in the settings.
Thanks again for the suggestions and trying out the game, it gave me some things to think about, look into, and fix.
I don't know why the hyperlink won't work but if you copy and paste the code it does: https://discord.gg/GXHucC4HHC
You can get 5 levels easily by going to the basement of the Adventurer's Guild (the building you start in) and fighting a guy there a few times. There's also a guy in the SeaSide farm that will give 1 XP for every time you press a action button within 10 sec. Enemies in the forests close to SeaSide only scale up to level 10 - 15. Also if you can survive the encounters (which would be difficult as a rogue but maybe you get lucky with dodges), demons give much more XP. The easiest spot to get to I think would be the lowest level of the SeaSide mine, definitely go with a full party early. Hope that helps and thanks for letting me know about the discord link.
Just uploaded a new version fixing an issue with the Guardian equipment slot crashing the game on some of the classes. Also fixed Jesili softlocking the game when talking to her with another member in your party. The Maximizer TP mode now preserves TP like it says. Thanks to Casual on Discord for letting me know.
After you beat the head priest, he said the same line as before like he just repeated the exact same thing he had before fighting him? Was his sprite still there after beating him?
Not being able to talk to anyone after beating him is more of an oversight (except his two 'henchmen' can still be talked to if you don't kill them), I'll have to add that. Good thinking.
With the dark areas, do you not like them because the obstructing view is annoying to navigate with, is it too dark like the screen gets tinted too dark, anything specific or you just didn't care for those sections?
Some of the art is different because for the case of the human male player character and Headass, those were drawn by my cousin (as well as the title image), and the others my friend had generated with AI over a year ago so they wouldn't be the default character creator generated ones. But, he never did anymore for the others to make it consistent. I think I've changed some of them back to their default ones for this next update, for sure Cephe, cause they don't fit the character. Plus, yeah it doesn't look great when there's different art styles on some characters.
I'm glad you had fun anyway, I appreciate you giving the game a try.
I just fixed the issue with the Forest Cleanup quest. The Pushy Protestant one I may have fixed? The issue was that after finishing the quest and getting the objective to turn it in, it just doesn't mark the first one as complete, right? Cause I think I found a scenario where that happens and just changed it. Or was it something else?
I did fix the Brainless Ring and some collision in areas.
Thanks for letting me know.
Yeah, Cephe is great, I want to add more interactions between followers but I've just been wanting to add more things to do before doing it. Other than some interactions during some quests and everyone hanging out when you get the monster house property, there's not much in terms of the followers saying or acknowledging anything. The player speaking was something I wanted to add because when in other RPGs that have the PC never talk or react to anything, it feels more, I don't know, lifeless? Like when a NPC is talking to you for several minutes and the PC never says or acknowledges anything and the NPC never acts like it's weird that the person they are talking to isn't saying anything, to me is just odd. I definitely get where you're coming from though, if the PC doesn't ever interject or say anything then it allows you to fill in the blanks with how you would want them to have reacted. Maybe I'll try to have a middle ground and have dialogue options that affect the outcome of a chat. I'll have to have a poll or something later when the game is more popular to see what others would want to see. Believe me, if I didn't have to worry about how the player reacted and what they say it would be easier on me, so I'm all for it if that's what the audience wants.
I can change party members just inserting themselves into your party, I just left it so that some do because from a gameplay perspective there's no downside to having them, it's really just for roleplay. I was wanting to add a yandere character at some point, so they'll definitely just add themselves but that'll make it more impactful if it's the only time a follower does that. The next update is gonna have level requirements for most to have the option to recruit them. Some that also have starting classes will be obtainable from the start, but those that already have vocations, like Cephe being a Pyromancer, will require you to be level 10 before having the option to recruit them.
I'm sure you are among the minority of wanting to have a way to make notes in game, but a quick search did give a plugin that can be used for taking notes on an in game note pad. I don't know if there's a way to add a note to a characters bio directly with other plugins though, I feel like it could be done with VisuStella plugins but I don't know. There would need to be some way to bring up the text entry without it being for a characters name or entering a code.
Well I fixed the areas with no collision in the tutorial area, church, and castle prison, but I can't replicate the softlock in the church. Entering and exiting in different ways all seem to be fine. I remember it being a problem brought up before but I thought it was fixed in a previous update and not the current version I'm working on. Is it that there's just nothing happening when you touch the back area of the door? Also with the prison, other than the walls not having collision and a random invisible wall where the cell door would be in the top left, I don't notice any weird pathing or problems with the entrance/exit. Was there something else wrong?
Thanks for letting me know about the issues.
I appreciate it, I'll do what I can to ensure the quality and keep everyone updated. You'll be happy to know that there will be 3 more female followers in the next update as well (and 1 male). I'll definitely add some sort of romance system at some point but I'm not sure when, maybe later next year.
Thank you for your patience and interest in the game, it always puts a smile on my face.
It only happens when your class curves plugin is on. I tried to see if I could find which Visustella plugin is the problem but the only one I can turn off that the error relates to is the EquipSetBonus one. When I turn that one off it gives the same error but with a different error log.
I tried changing the max stat limit in the CoreEngine back to the defaults but it's the same error. Also after disabling and re-enabling the EquipSetCore it no longer comes up in the error log and it's the same error log as the picture above.
Finally I tried updating all the Visustella Plugins with the most up-to-date ones and the same max call stack size error comes up but with a new error log. 
I don't even know what the problem could be now based on what the error is referring to. Now it just seems unrelated to me. Regardless of if you can actually do anything I just wanted it to be known that there's a compatibility issue. I appreciate you getting back with me and looking into it.
BTW, your Mobile Controls plugin was a life saver. Best of it's kind.
Hey, I'm not even sure you'll be able to help with this but whenever I try to start a new game it gives me a RangeError that says 'Maximum Call Stack Size Exceeded' and the DevTool shows a few of the VisuStella plugins as being the issue. I don't code so I can really only take a guess when it comes to this kind of stuff based on what the error says but I really don't know where to begin with this one. I mean I can see it has something to do with the actors parameters but I don't know why or what's causing an overflow. Is it just that your plugin isn't compatible with the VisuStella ones? Seems weird that it would be the ItemEquipsCore and EquipSetBonuses causing problems.
I'm not even sure I'll be able to do what I'd like to do with this plugin but it's the only one that's close to what I want. No worries if you can't help, I understand if it's not something you'd know since it's related to VisuStella.

That's weird, I'm not sure what would be causing that. The game launches fine for me and I don't even know if it would prompt you to update even if you did have a previous version installed, but I don't know if that's actually the case since I don't have an Android Phone. Is your phone an older model? Have you tried using other means to launch the game like JoiPlay? Are you able to launch and play it without hitting update?

