Posts: 182
Threads: 48
Joined: Dec 2011
10-07-2016, 05:08 PM
(This post was last modified: 06-30-2018, 08:49 AM by rewlf2.
Edit Reason: 2nd emergency fix
)
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
v2.1
Features a completely rewritten readme, which greatly speeds up searching for maps and characters, and fixes plenty of missing information and inconsistencies.
SSID and SSD are adjusted towards typical armor, and SSID character has a new vulnerable state that replaces stun when MP runs out.
v2.0:
This update features reworked SSD, SSID which greatly heightens its stability, and added a method to break its defense.
Apart from that new character Winnie has been added, along with completely reworked GodBat which is transformed into 3-phase battle. 3 new backgrounds have also been added.
Note: English readme incorrectly states GodBandit is revamped to have 3-phase battle. Actually GodBat is revamped.
v1.8:
This update improved a few graphics and largely strengthened Sore.
Updates will be much less frequent later on since I am planning to make a new version: Road to Fighter.
If I find something useful in RoF I would possibly add it to LF2HongBa as well.
Please continue to support my game creations.
v1.7a patch:
Strengthened defense of GodBat, had some balance and moveset changes.
v1.7:
Added 1 background from KOF 99, and fixed a few balance and system issues.
v1.6:
Added 7 backgrounds revamped from LFE fileplanet:
Deck, Freaky Lab, Hame House, Prison Plant, Long Bridge, Stone Bridge, Shuttle Hall
Many backgrounds are slightly improved.
v1.5patch2:
Fixed a major bug in Star Barrier for Sore.
Fixed a major bug that causes Stage 2 to end after 2-6 and Stage 4-2 to malfunction.
v1.5:
Massive bugfix including persistent ones
Final adjustment of stage difficulty:
1. Difficulty of early and late substages are brought closer
2. Stage 4 should now have difficulty more near to between Stage 3 and 5
3. Adjusted difficulty specifically for multiple players in stage mode
4. All bosses in new survival mode are now God versions
Added GodBat, a color variation of Sore, and performed a large balance revamp of Sore
v1.4:
All elites now have unique color themes and new names
Added function to skip dialogue by pressing D
Further debugging of stage mode
Rearranging Stage 3-1 to 3-4
A few important overpowered moves adjustment
v1.3patch2:
Fixes stage 5-9 to be playable
v1.3patch:
Fixes two character problems
v1.3:
An all-around bug fix was carried out in this version, also one new boss, one very complicated background are added.
Balance and input keys for move list are revised, AI and backgrounds are improved.
v1.2:
A few balance and stage issues, along with hidden problems are fixed.
v1.1:
Final adjustments:
All necessary moves of every character are completed.
Game balance
Stage
Interface (mainly clarifying words)
Long-ranged combat AI
Specific effect for most backgrounds
Document issues (wordings and readme)
Added a few moves
Added 6 backgrounds and arranged some
v1.0:
The difficulty of stage mode is overhauled,
Added a second survival mode,
Adjusted strength of elites to more resemble fighters,
Did final amendments on game interface.
v0.5
Completed Stage 3-5.
The stage mode underwent a few polishes
Fixed a few bugs.
v0.4:
Missions and talks for Stage 1-2 are added.
Some minor error are fixed and some backgrounds are slightly improved.
v0.3:
Added battle part for Stage 1-3
Since in-game instructions are unavailable in v0.3, all stages can be done by taking down the seemingly strongest enemies first.
After enough in-game instructions are added into game, I will put missions that differ from typical battles into Stages.
v0.2:
Added all elite characters and two versions of HongBa
Added and revised some backgrounds
Some character move and balance adjustment
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.
1. AI reinforcement
By data changing and assembly AI can use more moves, but their behaviour are different from generic AIs.
2. Retaliate system:
Can only be used by boss characters.
2.1. Auto retaliate - Defending a blow when close to an enemy
2.2. Manual retaliate - Defending a blow and pressing D again after it hits
3. Character balance:
Elite soldiers with strength near fighters are added.
Several new bosses are added.
LouisEX and Firzen have more moves while Julian has MP cost increased.
Bat has an alternate boss version, GodBat which is built upon his moveset and serves as a 3-phase battle.
The AIs for bosses would rarely use the moves and they should be very similar to that in original LF2.
Every fighter get 0-2 extra moves and some moves are altered.
New moves are either usable after an original move, while catching other or very similar to original move.
4. Single-Sided Infinite Defense
Purely done by Data changing, this system is installed in Boss characters (and a knight)
Character can block blows when attacking or walking.
Single-Sided Defense as a weakened system is used on some characters,
they may sometimes not block blows and characters may actually break their guard.
5. Background effects
Each background has unique effect that is triggered as time passes.
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.
1. Mission system
In every sub-stage, on top left corner the mission criteria is shown
2. Talk system
Player can choose to initiate or skip talk
Each sub-section of talk lasts 3 seconds
Some talk can only be triggered under certain conditions
3. Branching system
In each stage, there is at least branch installed
To unlock hidden content you must clear stages under certain conditions
Multiple game endings are also installed, reached by player choice
Dialog trigger bubble
Perform basic actions: Attack or Defend at bubble to initiate talk
If the bubble has ignore option, you can leave it alone, which then disappears after 5 seconds
4. Arsenal system
Artiller can be used in stage mode.
Apart from auto and manual weapons, players will learn to destroy enemy weapons as well
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
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
The Story of HongBa, is uprising of the overlord outside the region of Little Fighters.
After the Julian War, Fighter City has been recovering from its damage and has become stronger than ever,
including a powerful force, the union developed from the inferior citizens of the City.
The union rivals the fighters in strength and under cooperation, they successfully subdued the remaining followers of Julian.
However, HongBa intends to unbalance the status quo and he is suspected to band with Bat, the second-in-hand of now-deceased Julian.
The fighters are suddenly facing a serious threat as the unions have rebelled for an unknown cause, creating weakness in the whole city.
As they start to investigate, the mystery intensifies when Bat strangely gives an hand to the fighters...
Credits
Credits are given in Credit file.
Also you can see below:
Hong Ba by Kan
Sword pictures of Hong Ba has been used.
(I fused Firzen and Freeze to make HongBa sprites all over)
BanditEX made by Freezen, Youejeen, Kaworu, Minggg, Kasper
The character pictures (without hoe) has been used.
Forbidden Tower Top by Dexploed
This background with some changes has been implemented.
Volcano background by Conrad Leung
The ground with some changes has been implemented.
Dark City by Lo Chiu Chun
This background with some changes has been implemented.
Free graduation-clock Clipart by FreeClipartNow.com
The clock image with changes has been implemented.
Blue box elimination inside Champion mode – Hex editing by Surik
The editing technique is provided by Surik and implemented by me.
Snow land, cloud picture
by http://freebigpictures.com/
The Ice mountain background uses a modified version of snow land and cloud picture.
The northern Palmyrene mountain belt
This image was originally posted to Flickr by james_gordon_losangeles at http://flickr.com/photos/79139277@N08/7436033890
The image used in this game has been resized and cropped.
This file is licensed under the Creative Commons Attribution 2.0 Generic license.
Tree, Palm trees, forest gif from bestanimations.com
Dusk Palm Trees background reuses and remixes the gif file.
Deer in Forest background reuses and remixes the gif file.
Tranquilty background reuses and remixes the gif file.
Deck background from Marshall and Sam2003
This background with some changes has been implemented.
Freaky Lab, Prison Plant and Shuttle Hall by TinoX
These backgrounds with some changes has been implemented.
Kame House and Stone Bridge by MH-Razen
These backgrounds with some changes has been implemented.
Railway by VGkitten Aeris
This background, renamed Long Bridge with some changes has been implemented.
This game uses intro brass 01.wav created by Klankbeeld, the sound was amplified and used
The original sound file is hosted on https://www.freesound.org/people/klankbe...ds/254644/, provided by freesound.org
This file is licensed under the Creative Commons Attribution 3.0 Unported license.
This game uses disco ball images created by producedan, the images were split, cropped, resized and had noise suppressed.
The original gif is hosted on http://imgur.com/gallery/ntECfYG, provided by imgur.com
Winnie used modified versions of sound files below:
Stormy Wind created by Gingerpasta, hosted on https://freesound.org/people/Gingerpasta/sounds/245829/
Slap Gun » Big Splash.wav created by Bird_man, hosted on https://freesound.org/people/Bird_man/sounds/316744/
Polivoks » Rough Wind.wav created by Gingerpasta, hosted on https://freesound.org/people/dsp9000/sounds/76404/
Leaf and Yuan
They provided instructions about using assembly to copy AIs inside the LF2 executable
STM1993 (in LF-Empire forum), GGBear/Flying Kicker
for game testing and feedback
Gad, Amadis (LF-Empire Forum)
They provided assistance on improving background.
Posts: 864
Threads: 50
Joined: Mar 2008
10-08-2016, 03:28 AM
(This post was last modified: 10-08-2016, 03:33 AM by STM1993.)
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.
Thanks given by:
Posts: 182
Threads: 48
Joined: Dec 2011
(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.
Thanks given by:
Posts: 182
Threads: 48
Joined: Dec 2011
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.
Thanks given by:
Posts: 182
Threads: 48
Joined: Dec 2011
11-01-2016, 03:13 AM
(This post was last modified: 11-01-2016, 06:22 AM by rewlf2.)
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)
Thanks given by:
Posts: 117
Threads: 8
Joined: Aug 2016
11-01-2016, 06:09 AM
(This post was last modified: 11-01-2016, 06:09 AM by You'rHighness.)
(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.
Thanks given by:
Posts: 182
Threads: 48
Joined: Dec 2011
Download link is now fixed (v0.5)
Thanks given by:
Posts: 864
Threads: 50
Joined: Mar 2008
11-01-2016, 07:50 AM
(This post was last modified: 11-01-2016, 11:38 AM by STM1993.)
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.
Posts: 182
Threads: 48
Joined: Dec 2011
11-01-2016, 08:48 AM
(This post was last modified: 11-01-2016, 02:03 PM by rewlf2.)
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. |
Posts: 864
Threads: 50
Joined: Mar 2008
11-01-2016, 04:17 PM
(This post was last modified: 11-01-2016, 05:11 PM by STM1993.)
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.
|