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Version: LF2: Story of HongBa v2.1 - Readme, SSID update
#1
Introduction
LF2: Story of HongBa is the remake of my previous game: LF2 Hetero Clash.
This game is aimed to provide new system and content with minimum disturbance to game balance in original LF2.

The name "Story of HongBa" means: Although he does not really show up most of the time, everything you've done... have troubled him.
So, story-wise he is the main character of the game.

Official website (Chinese): http://blog.xuite.net/rewlf2/wretch/

Current Status
All data changing on characters are finished.
Interface and non-character graphics are complete.
Stage mode is fully completed.
Two survival modes can be selected.

Elites have roughly the strength of fighters.
All moves of every character are completed.
Balance of all characters is generally tested.

Final testing is completed.
The game is ready for release.

Update log

Update log (Click to View)
Description
The combat system:
First thing first, those messy systems in last game: Retaliate, SSID and difficult stages will be used sparingly.
All weapons in original LF2 can be used.

Combat system (Click to View)
Graphics:
Aside from a Psuedo-transparent orange interface,
I designed over 10 new backgrounds. Some of them are also ripped but I also credited them.

Stage mode:
Five stages with each including at least 9 substages are included.
Stages are all implemented.
Tested to be not tedious, with moderate difficulty, and (I hope) rewarding.
Full story is included inside the stage mode.

List of systems in Stage mode (Click to View)
Survival mode:
Two survival modes are available:

New survival:
Some fighters are replaced by elites, some old bosses are replaced by new bosses.
Everything else is unchanged.

Old survival:
Identical to survival mode in original LF2, no new character will show up.
Be careful that old characters will use new moves and are slightly adjusted.

Other notices:

The complete movelist and character properties are included inside Readme files.
Credits are given in Credit file.
Both files are written in HTML, including a Chinese and English version

Screenshots
Screenshot (Click to View)

Download

v2.1

Mediafire
Baidu
Google Drive
Mega

Online readme
If the bundled offline readme has incorrect information, refer to the online readme for updated data.

Lore
This is not necessarily the truth of the game at all (Click to View)
Credits
Credits are given in Credit file.

Also you can see below:

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Thanks given by: MangaD , STM1993 , FerZ , Little Fighter Extreme
#2
Not much to comment on since no stage mode:

JanElite D^J also heals enemies. Is this intentional?
HKC should be the 1st bg in data.txt rather than Plain. Familiarity aside, Plain isn't very good for testing actually because of limited z-axis and the z-axis boundary being unclear.
Bat being able to use -ve injury heal with just 20%(100)mp seems pretty overpowered, especially since the grab has state7.
GodHongBa's D^A damage is very inconsistent. Sometimes it barely does damage, other times I get dropped from 500 to almost 0.

Pointing out that making characters have unbreakable defense is not a good idea against Firen, because he can lock someone down with D>J and then finish with >>JA to the back, or just use DvJ and watch GodHongBa's HP go from 500 to 250 because even his retaliate has state7. His D^J explosion is utterly useless though.
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#3
(10-08-2016, 03:28 AM)STM1993 Wrote:  Not much to comment on since no stage mode:

JanElite D^J also heals enemies. Is this intentional?
HKC should be the 1st bg in data.txt rather than Plain. Familiarity aside, Plain isn't very good for testing actually because of limited z-axis and the z-axis boundary being unclear.
Bat being able to use -ve injury heal with just 20%(100)mp seems pretty overpowered, especially since the grab has state7.
GodHongBa's D^A damage is very inconsistent. Sometimes it barely does damage, other times I get dropped from 500 to almost 0.

Pointing out that making characters have unbreakable defense is not a good idea against Firen, because he can lock someone down with D>J and then finish with >>JA to the back, or just use DvJ and watch GodHongBa's HP go from 500 to 250 because even his retaliate has state7. His D^J explosion is utterly useless though.

Updated to v0.3.

Added battle part of Stage 1-3
Added and revised some backgrounds
Some character move and balance adjustment

XXXXXX

JanElite D^J heals single closest enemy since she can spam projectiles, has high output and even D^J has low mana usage. She will then need to position carefully to minimize healing her enemy.

HKC is restored to 1st bg in data.txt. Some backgrounds are widened and their boundaries cleaned up.

I cannot do much to reduce damage dealt by Firen to someone with unbreakable defense. However I could put an hole to his defense so he could be hit if he endures damage for extended time.
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#4
Updated to v0.4.

Added mission and talk part for Stage 1-2.
Revised some background
Fixed some minor glitches.

XXXXXX

Please cope with boring story in Stage 1-2. This is to prepare for a mind-blowing story behind in Stage 3-5.
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#5
Updated to v0.5.

Completed Stage 3-5.
The stage mode underwent a few polishes
(Stage mode is now complete)

Fixed a few bugs.

(Emergency fix done)
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#6
(11-01-2016, 03:13 AM)rewlf2 Wrote:  Updated to v0.5.

Completed Stage 3-5.
The stage mode underwent a few polishes
(Stage mode is now complete)

Fixed a few bugs.

(Undergoing emergency fix)

can we have a download link please.
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#7
Download link is now fixed (v0.5)
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#8
What is the 0.5 emergency fix? I downloaded and played it prior to the fix.

Some feedback for stage as I mostly played through with Davis (Difficult):
General:
* The dialogue can be quite hard to follow because of the positioning. If my ally is talking but I left him behind or too close to edge of map, I'd miss the story. You can consider making the dialogue always visible(using the message state 9997) and always show at the top of the background.
* It'd be nice if you could replace a few of the allies with a Jan.
* You don't need to mirror the "intro" text; what you can do is to spawn an enemy with 0hp that then opoints the text with facing: 10.

Stage 1
Easy stage. I usually just ask Bat to stay behind and deal with the enemies myself. I later got a 2nd Bat which is unnecessary.
* "Maybe they are angry of salary being paid" can be better translated as "Maybe they are unhappy with their salary."
* "N-no! Its not as seemed We're digging importa-" can be better translated as "N-no! You misunderstand! We're digging for importa-"

Stage 2
I used Freeze alone for this stage.
* So I need to either use or bring Freeze to the stage in the beginning. The mission text should state this more quickly & clearly when it says "mission failed", and the "return with Freeze" text keeps flashing in a way that makes it hard to read.
* Even after deciding to use Freeze, I find that the stage will still give me a Freeze AI at the end of the stage. I feel cheated; if the author wants me to bring Freeze but still give me a new Freeze later on, why not just give me Freeze in the beginning? If you want to keep the "return with Freeze" trick, you shouldn't give the players Freeze at the end of the level(or at least make him spawn with 0hp).
* Also an easy stage, though the obstacles like statues & cannons have a bit too much HP which makes it a chore.

Stage 3
* Initially I thought it was silly that the crossbows are all facing left, then I found out that if you stand on the opposite side and punch it it'd change direction. Nice!
* LouisEX was too easy since he is pretty much fighting all alone and he is no longer the overpowered SSID version from last time. This is because the Jack minion he comes with doesn't seem to respawn.
* "Monk Matrix" is a bit too easy because the AI keeps trying to pick up the boulders.
* There is a section in this stage where you keep spawning Jan statues while fighting Knights. At first I thought I was supposed to destroy the statues, but I soon found out that they're only soldiers and I'm supposed to defeat the KnightElite first. Please remove those statues as it only confuses players and the AI.
* "How did you get so much arrows?" can be better translated as "How did you get so many arrows?"
* "Halt! Fighter, you don't know you will start the destruction cycle" can be better translated as "Halt! Fighter, you don't realize you're about to cause the cycle of destruction!"

Stage 4
* I find that I'm constantly low on HP around 5-3 to 5-5 because there aren't enough milks.
* The mission text constantly "glitching" red will become quite distracting after a while, especially once you begin to take notice of it on the top left during the LouisEX fight.
* I missed most of Firzen's dialogue as he was too far away to punch before "ignore" is triggered.
* Ah, so that Julian fight isn't meant to be won. I liked the surprise, though I wish I could fight the stage for real.
* Bat fight is a bit too easy because its just 1v1 and the bats that spawn with him will basically never hit you.
* The gameplay after fighting Bat is boring though, its only there for the sake of story.
* I forgot when this happens, but Bat will suddenly become a swarm of bats and you need to proceed to next stage. I dislike this since the bats can kill you while you can't see anything and have to hold right. You can try setting the phase boundary to -100 to make the game automatically proceed to next stage after a few seconds.
* "Fighter, listen. I will never say again..." can be better translated as "Listen, fighter. I won't say this again..."
* "Behold my power which combine with him, now!" makes more sense as "Behold the power I've gained by absorbing Julian!"
* I can't read the scroll I got at the end of the stage because the "results" table is blocking the text.

Stage 5
* I don't know why HongBa appeared in the beginning and I get to pick endings from this part of the stage.
* Why did you give milk at the very beginning of the stage? I'm at full HP at this point.
* I did not finish this stage; I only made it to 5-7 before I gave up. This is because there are not enough milks between each substage.
* The cans of sardine(weapon13) that heal 50hp directly are actually not very useful; yes, they can heal past 500hp, but the amount of HP they heal is not counted towards the "next stage" healing; the way LF2 heals hp in each substage is to heal the dark red HP + X, where X depends on difficulty(200/150/100/50 for E/N/D/C).

EDIT:
Some Bandits in stage 5 have more HP than normal. Also, despite downloading the new fixed file, stage 5 still appears to be wrong arranged.
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Thanks given by: rewlf2
#9
Improper translations will be fixed up in the release of next version.

Stage 1:
I put a trigger on stage 1-8 earlier to detect if Bat is still alive, so another Bat doesn't spawn if the old one is here. There seems to be a glitch.

Stage 2:
I will put a fix on it: If player has Freeze in team, the given Freeze will become another fighter. Use a sub-character as the trigger for Stage 2-6
Will make "Mission failed" instruction in 2-6 clear.
Will lower health of some obstacles, and change some details.

Stage 3:
LouisEX will have Jack fighting along with him next time.
Monk matrix would be revised.
Stage 3-7 has the Knights throwing boulders, along with Jan statues. I would instead make clear instructions on top left corner.
Jan statues would respawn less.

Stage 4:
Firzen will be placed closer to player.
Mission text glitch will be reduced.
Bats spawned in Stage 4-6 will be adjusted, so they can hit more often.
In ending of Stage 4-2, Bat turns into a swarm of Bats and the screen turns black. Yes this can be scary but those Bats deal no damage.
However I will make the stage automatically continue to 4-3, also changing those bats to smooth the cut-scene.

I did not mention Bat and Julian, along with BanditEX and HongBa have health scaled to number of players.
But I noticed even if their health increase, having more players would make this a chore,
so some changes will be made in boss fights.

Will make message in 4-9 readable.

Stage 5:
The emergency fix was to arrange the stage 5 correctly. So unfortunately I had to upload the file again.
Milk, Bandage (Sardine box) and supply items will be moved to later stages.
Drop table will also be changed.

XXXXXX

Note: Uploaded the 3rd time, finally fixing the stage 5 id problem...

STM1993 edited this post 11-01-2016 11:43 AM because:
I just downloaded the fix from 1st post, it seems Stage 5 is still arranged incorrectly. I checked the data and both 5-1 & 5-10 are still using id40 instead of id49 & 40 respectively; 5-1 still has HongBa asking the 3 questions to pick an ending.
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Thanks given by: STM1993
#10
Ah so that bats don't deal damage, I panicked because I somehow actually took damage during that section. By the way during certain cutscene transitions I notice that projectiles were being reflected and due to the boundary shifting I occasionally get hit as a result.

Cleared the fixed stage 5, now the difficulty makes more sense; I was supposed to have allies in the beginning.

Overall too easy. For BanditEX, I didn't bother trying to fight him head on and just kept him away with the cannons and energy balls. For HongBa, I somehow managed to isolate Hunter and kill him while the autocrossbows and my army took care of HongBa, while I go behind and dash attack to speed things up since its still too risky to engage SSID anyway. And story-wise it didn't look like HongBa had an army, it was just him and Hunter.
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Thanks given by: rewlf2




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