Legends Of Illarion will be released on: April 9th, 2009
Moderator: Gamemasters
Maybe I'll make the trial of courage easier in future versions if there ever is one. Yeah, I mentioned the rock puzzle problem in the walkthrough. It's a pretty easy puzzle anyways, but I guess you get a break if you still can't figure it out.
About the 16 buttons at the Tanora Shrine, I know you said you don't want the answer, but: I think I should warn you that there is no known solution to it, and I've tried it a couple of times myself. If you do somehow manage to solve it, it'll just open the right door. The left door is just a dud, heh.
Door above narrow bridge: Check for clues on the narrow bridge.
About the 16 buttons at the Tanora Shrine, I know you said you don't want the answer, but: I think I should warn you that there is no known solution to it, and I've tried it a couple of times myself. If you do somehow manage to solve it, it'll just open the right door. The left door is just a dud, heh.
Door above narrow bridge: Check for clues on the narrow bridge.
- Delakaniam
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Dyluck, I'm going to kill you XD !!!!Dyluck wrote:About the 16 buttons at the Tanora Shrine, I know you said you don't want the answer, but: I think I should warn you that there is no known solution to it, and I've tried it a couple of times myself. If you do somehow manage to solve it, it'll just open the right door. The left door is just a dud, heh.
- Konstantin K
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An update version 2.1 of the game is now available at the main post. This version was mainly intended for those who haven't downloaded and played the game yet, but you can also use this verison if you are playing already. Simply copy and paste all your .lsd files (which are your save files) from the old version into the repsective folder in the new version, and you should be able to continue playing from where you saved and all the mentioned errors in parts of the game you haven't played up to yet should be fixed.
Version 2.1 has:
-Bug fixes mentioned in the first post of this thread.
-An "easy mode" for the "Trial of Courage" and "Sneak Past Guards" mini-games.
-No extra story or bonuses. Sorry
Version 2.1 has:
-Bug fixes mentioned in the first post of this thread.
-An "easy mode" for the "Trial of Courage" and "Sneak Past Guards" mini-games.
-No extra story or bonuses. Sorry

I forgot to mention it before, but for anyone happening to be playing version 2.1, when you defeat the first boss and one other boss later in the game, they flash and shake awkwardly before they die. That was just my little experiment to reproduce what happens when bosses die in Final Fantasy games. Sometimes the flash/shake happens while your characters are frozen in an attacking/being attacked frame, but the boss will still die after the effects are over. Just letting you know this whole thing isn't a bug or anything. It's not even really important, but I have nothing better to talk about these days.
On another note, if I ever do make the next chapters to the game, which I probably won't, I'm heavily considering repalcing random encounters with a touch encounter system. I'll maybe also try some kind of user controlled magic/skill learning system where you gain and distribute "skill points" or something like that. Well, just recording my thoughts.
On another note, if I ever do make the next chapters to the game, which I probably won't, I'm heavily considering repalcing random encounters with a touch encounter system. I'll maybe also try some kind of user controlled magic/skill learning system where you gain and distribute "skill points" or something like that. Well, just recording my thoughts.
It has come to my attention that there may have been more to this bug than what I previously thought and solved in version 2.1 of the game. To guarantee prevention of this bug, I suggest putting Dyluck in position 6 and Damien in either position 3 or 9. In fact, here is also a mini strategy guide with my recommended attack formation if anyone needs:-Dyluck may become missing after the big battle in chapter 4. To prevent this, do NOT put Dyluck in positions 1,4,8, or 11 during the attack formation screen. ****
Attack formation in order from left to right:
1)Aragon 2)Badmosche 3)Cosmaterra 4)Caranthir 5)Dax 6)Dyluck 7)Shi Long 8)Zahra Fiarai 9)Damien 10)Xaveria 11)Galadria
The enemies and who they will be fought by:
1. Red Skeleton x5 - 1,2,3
2. Red Skeleton x5 - 9,10,11
3. Red Skeleton x5 - 4,5,6
4. Red Skeleton x5 - 6,7,8
5. Red Skeleton x5 - 2,3,4
6. Red Skeleton x5 - 8,9,10
7. Red Skeleton x5 - 5,6,7
8. Red Skeleton x5 - 1,3,5
9. Red Skeleton x5 - 7,9,11
10. Red Skeleton x5 - 4,6,8
11. Boss - Zahra Fiarai,2,6,10
12. Demon x3 - 1,2,3,4
13. Demon x3 - 5,6,7
14. Demon x3 - 8,9,10,11
15. Demon x3 - Dyluck, Damien, 1, 11
16. Boss - Dyluck, Damien, 1, 11
This is the best formation, under the assumption that Dyluck, Cosma, and Damien have all learned Inferno Barrage, that Shi Long has or will learn Heavy Gale before starting battle#13, and that you bought the Boomerang for Dax from Erdrick. This formation allows you to have a mage with Inferno Barrage in every fight against the red skeletons, and a hit-all spell in every fight against the demons. Battle#13 is your weak link against the demons where you only have 3 party members, so this formation will also allow you to have 3 member with "hit-all" attacks (Dyluck-Heavy Gale, Shi Long-Heavy Gale, Dax-Boomerang). The demons are weak against wind/holy by the way.
- Adano Eles
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Touch encounter system would be nice. More then one monster per group however might require either some cheating (see one, get many/ touch one, fight all) or clever scripting. I'd love to see how you do it, so I can steal your script.
Skill point system sounds good too. I've actually tought about something like that for myself before.

Skill point system sounds good too. I've actually tought about something like that for myself before.
What exactly do you mean by "more than one monster per group"?
The only two ways (which I assume you mean by see one, get many/ touch one, fight all) I could think of to do a touch encounter system was either:
Example 1: 3 goblin sprites in a room and collision with any one brings a battle screen with 4 goblins, for a total of 12 goblin monsters in the room
Example 2: 3 goblin sprites in a room and collision with any one brings a battle screen with 3 goblins and after victory, all 3 sprites disappear, for a total of 3 goblins in the room.
The only two ways (which I assume you mean by see one, get many/ touch one, fight all) I could think of to do a touch encounter system was either:
Example 1: 3 goblin sprites in a room and collision with any one brings a battle screen with 4 goblins, for a total of 12 goblin monsters in the room
Example 2: 3 goblin sprites in a room and collision with any one brings a battle screen with 3 goblins and after victory, all 3 sprites disappear, for a total of 3 goblins in the room.
- Adano Eles
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I think I have it figured out
Using my example #2, and to include any monster within 3 vertical or horizontal tiles of the hero upon encounter:
(Don't read unless you want to see code. I don't want to confuse anyone and give them a headache
)
(Blank sprite) event: parallel process
Set vHeroX equal to Hero X Coordinate
Set vHeroX equal to Hero Y Coordinate
----
Set vM1X equal to M1 X Coordinate
Set vM1Y equal to M1 Y Coordinate
If vHeroX greater than vM1X
Set vM1Xcalc equal to vHeroX
Set vM1Xcalc subtract vM1X
Else
Set vM1Xcalc equal to vM1X
Set vM1Xcalc subtract vHeroX
End If
If vHeroY greater than vM1Y
Set vM1Ycalc equal to vHeroY
Set vM1Xcalc subtract vM1Y
Else
Set vM1Ycalc equal to vM1Y
Set vM1Ucalc subtract vHeroY
End If
Set vM1total equal to vM1Xcalc
Set vM1total add vM1Ycalc
---
Do same for all monsters with M2, M3, and corresponding variables.
---
(Monster Sprite) M2 Event Page 1: No precondition, collision trigger
If vM1total less than or equal to 6
vNum add 1
sM1 turn on
End If
If vM3total less than or equal to 6
vNum add 1
sM3 turn on
End If
sM2 turn on
If vNum equal 0
Encounter Goblin x1
End If
If vNum equal to 1
Encounter Goblin x2
End If
If vNum equal to 2
Encounter Goblin x 3
End If
Set vNum equal 0
(Blank Sprite) M2 Event Page 2: Precondition sM2 on
---
Do the same for events M1, M3, with corresponding variables/switches.
Well hope you understood that! I haven't tried it but I think it should work. However, you need at least 5 variables and 1swtich per monster event that exists, and I think you only get 500 variables, so this isn't really economical and not worth the work, so I would never do a system like that. But at least it was good practice haha. Whew!
Example 2 without caring about how far away other monsters are would be much easier. Then every monster in the room only needs the one same code:
(Monster Sprite) Event Page 1: collision trigger
Encounter Goblin x3
sRoom1 On
(Blank Sprite) Event Page 2: precondition sRoom1 On
That way all 3 monster sprites are gone after the battle no matter which one you bumped into.

Using my example #2, and to include any monster within 3 vertical or horizontal tiles of the hero upon encounter:
(Don't read unless you want to see code. I don't want to confuse anyone and give them a headache

(Blank sprite) event: parallel process
Set vHeroX equal to Hero X Coordinate
Set vHeroX equal to Hero Y Coordinate
----
Set vM1X equal to M1 X Coordinate
Set vM1Y equal to M1 Y Coordinate
If vHeroX greater than vM1X
Set vM1Xcalc equal to vHeroX
Set vM1Xcalc subtract vM1X
Else
Set vM1Xcalc equal to vM1X
Set vM1Xcalc subtract vHeroX
End If
If vHeroY greater than vM1Y
Set vM1Ycalc equal to vHeroY
Set vM1Xcalc subtract vM1Y
Else
Set vM1Ycalc equal to vM1Y
Set vM1Ucalc subtract vHeroY
End If
Set vM1total equal to vM1Xcalc
Set vM1total add vM1Ycalc
---
Do same for all monsters with M2, M3, and corresponding variables.
---
(Monster Sprite) M2 Event Page 1: No precondition, collision trigger
If vM1total less than or equal to 6
vNum add 1
sM1 turn on
End If
If vM3total less than or equal to 6
vNum add 1
sM3 turn on
End If
sM2 turn on
If vNum equal 0
Encounter Goblin x1
End If
If vNum equal to 1
Encounter Goblin x2
End If
If vNum equal to 2
Encounter Goblin x 3
End If
Set vNum equal 0
(Blank Sprite) M2 Event Page 2: Precondition sM2 on
---
Do the same for events M1, M3, with corresponding variables/switches.
Well hope you understood that! I haven't tried it but I think it should work. However, you need at least 5 variables and 1swtich per monster event that exists, and I think you only get 500 variables, so this isn't really economical and not worth the work, so I would never do a system like that. But at least it was good practice haha. Whew!
Example 2 without caring about how far away other monsters are would be much easier. Then every monster in the room only needs the one same code:
(Monster Sprite) Event Page 1: collision trigger
Encounter Goblin x3
sRoom1 On
(Blank Sprite) Event Page 2: precondition sRoom1 On
That way all 3 monster sprites are gone after the battle no matter which one you bumped into.
Last edited by Dyluck on Fri May 27, 2005 2:24 am, edited 2 times in total.
**I've added another bug regarding Zasmia on the first page.
I kind of feel like working on the next part of the game right now, but I'm missing some information. I need the memberlist of Evergreen Halflings/Greenbrair because their site is not working apparently. I also want some kind of map of how the structures are arranged in Greenbrair on the old map so I can design the town accordingly. Oh and a map of old Silverbrand would be nice too. So if someone could provide any of these things for me that would be very useful.
Things planned for the next part of the game include, among other things:
-Locations: Magic Academy, Greenbrair, Silverbrand, Eldamar, possibly a pre-Northerot settlement
-Playable Characters: At least 7 new ones, along with the old ones.
-More diverse and innovative skill commands for old and new characters
-More party choosing situations
-More puzzles and mini-games (with difficulty adjusting options
)
-Probably better mapping and graphics
-Much much more intrigue and story, foreshadowing of politics and other things to come in near-present Illarion, and answers to some lingering questions left by the first part of the game
As always, I welcome any custom made graphics or music.
Oh and I never really got much feedback on the difficulty of later battles, such as whether battles were too easy or too hard? Didn't get much feedback on the later parts of the game too, for that matter. I thought someone would comment on the Movement for sure.
I kind of feel like working on the next part of the game right now, but I'm missing some information. I need the memberlist of Evergreen Halflings/Greenbrair because their site is not working apparently. I also want some kind of map of how the structures are arranged in Greenbrair on the old map so I can design the town accordingly. Oh and a map of old Silverbrand would be nice too. So if someone could provide any of these things for me that would be very useful.
Things planned for the next part of the game include, among other things:
-Locations: Magic Academy, Greenbrair, Silverbrand, Eldamar, possibly a pre-Northerot settlement
-Playable Characters: At least 7 new ones, along with the old ones.
-More diverse and innovative skill commands for old and new characters
-More party choosing situations
-More puzzles and mini-games (with difficulty adjusting options

-Probably better mapping and graphics
-Much much more intrigue and story, foreshadowing of politics and other things to come in near-present Illarion, and answers to some lingering questions left by the first part of the game

As always, I welcome any custom made graphics or music.
Oh and I never really got much feedback on the difficulty of later battles, such as whether battles were too easy or too hard? Didn't get much feedback on the later parts of the game too, for that matter. I thought someone would comment on the Movement for sure.
- Delakaniam
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As far as battles, I'm currently in some stagnant waters in the game right now because after the big epic-ish battles with the demons from the fiery underworld..... um..... I think my party has a grand, whopping total of about 3 health potions. My characters with healing abilities all have around 10 MP, or less.
........Problematic (^_^;;
Maybe I just did something wrong. At any rate, whenever I open the game, I'm currently just wandering around the crypt-like dungeon with coffins at every corner..... scared to open any of them, because I'm constantly in the state of "about to die" =D.
Lastly, here's a map of Ye Olde Illarion Server that Alora Ironforge made a long time ago (I still can't imagine how much time went into this thing
). Greenbriar should be that little arm dangling by a sinew over in the Southwest corner.
........Problematic (^_^;;
Maybe I just did something wrong. At any rate, whenever I open the game, I'm currently just wandering around the crypt-like dungeon with coffins at every corner..... scared to open any of them, because I'm constantly in the state of "about to die" =D.
Lastly, here's a map of Ye Olde Illarion Server that Alora Ironforge made a long time ago (I still can't imagine how much time went into this thing

Thanks! By the way, what's that big brown thing at the south end of Greenbrair?
By the way, when you first entered that dungeon, did you notice the water near the entrance right when you drop in? It's a full recovery spring, and it has unlimited usage too. Don't forget you can change your party in that dungeon using the shift key too. Oh and don't forget you can always just run from battles.
By the way, when you first entered that dungeon, did you notice the water near the entrance right when you drop in? It's a full recovery spring, and it has unlimited usage too. Don't forget you can change your party in that dungeon using the shift key too. Oh and don't forget you can always just run from battles.
- Delakaniam
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- Josefine da Vince
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Thanks a bunch. Send to dyluckedina@hotmail.com please.
Greenbrair Redux

Note the added natural terrace architechture, and the down flowing river and wooden bridges which replace the big road.




And while I'm at it, I just felt like posting up an overhead view of Troll's Bane as well. Not that I've changed anything, but I guess it serves nostalgic purposes.


Note the added natural terrace architechture, and the down flowing river and wooden bridges which replace the big road.




And while I'm at it, I just felt like posting up an overhead view of Troll's Bane as well. Not that I've changed anything, but I guess it serves nostalgic purposes.

- Delakaniam
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Finally I have some time to work on this a bit. If I'm lucky, the second part (but still not the entire game) along with the revamped original, might be released sometime in late August or early September. So if you haven't played this yet, you might want to hold off a while longer for the new version.
Many old dungeons have been revamped with many more puzzles of moderate difficulty per dungeon. I also plan to eliminate random battles completely to be replaced with a touch encounter system. Together, this should make dungeon crawling more fun than ever before, and maybe even addictive. Of course the plot gets that much more intricate in the second part too.
Some screenshots of new areas:








Many old dungeons have been revamped with many more puzzles of moderate difficulty per dungeon. I also plan to eliminate random battles completely to be replaced with a touch encounter system. Together, this should make dungeon crawling more fun than ever before, and maybe even addictive. Of course the plot gets that much more intricate in the second part too.

Some screenshots of new areas:








It's been over a year since my last post on this thread, so it's time for me to post some screenshots and give a little update. Click on thumbnails for larger picture.




My rendition of Eldamar/Vanima, and ye olde Silverbrand with the familiar table arrangement.




Various temples and cities with unique architecture to represent various gods.




Illarion's first concert is about to begin and your interactions will determine how well you perform. Also, various cut scenes.




Puzzles galore! Each dungeon has its own set of multiple mini-puzzles that are somewhat unique.
Well, most of my main target audience isn't around anymore, with even less than a year ago, but I do plan on finishing and releasing the completed game. Hopefully, today's players will be able to enjoy the game just as much. The final product will be about 20 hours of gameplay, and the unreleased half of the game will take place 2 years after the events of Chapters 1 to 6. It will also be based more on an original plotline that I added to the main events of the chronicles.
I estimate that the game should be done and released by the end of 2006. Although my predicted release dates in the past have missed their marks horribly more often than not, this time I'm much closer to the end of production and have stamped out most of the complex details of the plotline and a viable conclusion and such. The following are some feature updates:




My rendition of Eldamar/Vanima, and ye olde Silverbrand with the familiar table arrangement.




Various temples and cities with unique architecture to represent various gods.




Illarion's first concert is about to begin and your interactions will determine how well you perform. Also, various cut scenes.




Puzzles galore! Each dungeon has its own set of multiple mini-puzzles that are somewhat unique.
Well, most of my main target audience isn't around anymore, with even less than a year ago, but I do plan on finishing and releasing the completed game. Hopefully, today's players will be able to enjoy the game just as much. The final product will be about 20 hours of gameplay, and the unreleased half of the game will take place 2 years after the events of Chapters 1 to 6. It will also be based more on an original plotline that I added to the main events of the chronicles.
I estimate that the game should be done and released by the end of 2006. Although my predicted release dates in the past have missed their marks horribly more often than not, this time I'm much closer to the end of production and have stamped out most of the complex details of the plotline and a viable conclusion and such. The following are some feature updates:
- -All items now have their own unique cute litte glyphs (such as a sword symbol)
-I'm 95% sure that I will replace random encounter with touch encounter
-All new tools and crafting systems including smithing, carpentry, tailoring, potion mixing, etc.
-These systems will be used often to get equipment and potions, etc, rather than always buying them from shops
-Many resources needed for crafts will be found by common encounters.
-More fruits and foods added to create various HP recovery strategies.
-More balanced fighting, with higher damage but more HP recovered from items/skills
-More balanced and unique skills for both characters and enemies
-Weapons now have attributes of slashing/impact/puncture/distance, etc
-Balance between fighting and puzzle solving to make dungeons more fun than ever
I only want original compositions, so if you're talking about midis from commercial games, I already have those. Otherwise, can send original compositions to dyluckedina@hotmail.comAlexRose12345678910 wrote:I can't wait. I have loads of midi if you want but I don't know where to send it.