EBF5: Forge Menu

I’ve finished the new forge menu!
A big addition is that captured foes must now be used to upgrade some equips!
(A fan suggested this a few days ago and I of course had to do it)

So not only are foes killed for food and items, they’re also melted down (presumably while still alive) to be used as crafting materials.

Capturing tough monsters more than once would be a chore, so I’m sticking to easy/medium foes for this. Some NPCs will also ask for them in side-quests.

Another notable feature is that equips don’t start with all of their special effects, so it’s like EBF3 again. You’ll have to upgrade stuff at least a little bit to see what it does.
forge

37 thoughts on “EBF5: Forge Menu

  1. ShadowsSun

    I’m glad we’re going back to the EBF3 way of doing it. It might harm variety a little at the start, but then you don’t expect to be shooting lightning out of your sword for the first few hours of an RPG anyway. It adds a lot of excitement to the upgrading, and provides a nice incentive to upgrade your favourite weapons.

    …What sort of Armor does No-Legs wear? Male or female? :wut:

    Reply
    1. weatherly23

      I too actually like having to work towards the special equip effects. I also got an incentive to quickly upgrade certain specific equips sooner based on which effects I wanted earlier.
      Nolegs, going by the demo, uses male armor. He is a tom cat, after all, so it makes sense.

      Reply
    2. Kanjuisun

      yeah, pretty much that! you took the words right out of my mouth! :smirk:
      I also like the fact that he is bringing it back to the ebf3 way of upgrading…I never knew that there was something different between ebf3 and ebf4 in the way of upgrading equips, but I’ve always found myself suspicious of the latter, always thinking that “well, if I remember correctly, I could swear this was different before…”

      Reply
  2. Dewayne Thomas

    I like the whole capturing thing even though it seems like it will get as irritating to do as scanning is. It adds a dynamic to some fights but to have to do it repeatedly on the same monster will turn every single fight into “capture all monsters just in case I need them later instead of killing them”. I was hoping you would make it so that capturing a monster would permanently add him to your team and the requirements for weapons upgrades and stuff would be met. Like need 4 blocks of clay and requires that you own specific pet in order to upgrade it. What it looks like now seems like a huge pain in the ass that will make battles get insanely tedious. I whole heartedly hate where this is going. :cry:

    Reply
    1. Remus Lupine

      It’s not hard to capture things though All you have to do is siphon the enemy then grant the lovable status to your party and almost all enemies surrender which grants a HUGE bonus to your capture chances, even when they’re at full health.

      Reply
      1. Dewayne Thomas

        I hope you didn’t miss the point of my post. Every battle is going to devolve into capturing monsters instead of killing them. Especially if it’s easy to capture them. I just don’t think this mechanic should take such precedence over the battles like I know it will. I feel like changing it to capture a monster once and done with it but make it very difficult to do so. Not crap luck, just that you need to drain it’s life very low in order for it to even work. Like say below 20% for enemies and 5% for bosses or something. And have a move that can damage an enemy’s health based on percentage so you can still capture low level monsters. I don’t mind too much that they are captured and lost when you use them like items, I don’t like it but it’s not terrible. Using them for upgrades is way too much though. I think it would be cool if you jsut required capturing them once and then they kinda help you forge the equipment. It would feel more like a team sorta thing, idk.

        Reply
        1. Matt Roszak Post author

          Your fears are unfounded. There’s a only a small number of monsters that will be *required* to finish the game, unless you’re a completionist. And even then there’s only a few that you will need to catch more than once.

          Reply
          1. Dewayne Thomas

            I appreciate the response but that doesn’t make me feel less uneasy about it. I didn’t actually realize any were required to beat the game. Can you go into a bit more detail as to why this won’t be an issue? Or why the current method is better than the one i proposed? Maybe details of the capture mechanics? I don’t mean to come off as arrogant, just don’t quite understand how it will change the battle dynamic and the player’s mindset while playing. On another note, are we going to have to scan foes still?

        2. weatherly23

          Replying to this comment because the other can’t be commented to.
          He’s taking his capture mechanic almost straight from Pokemon, which has a similar luck-based capture system, hence why it’s based in status-effected chance.
          When it comes to low level monsters, you can capture those instantly without ever attacking them.
          In regards to Matt’s comment about “required” monsters, I’m guessing he’ll take another cue from Pokemon and have some captured monsters act like Key Items for breaking or getting past obstacles.
          And for the last bit about scanning foes: It’s still a thing, with all its tediousness intact, but the capture mechanic has the added effect of applying scanning to foes at the same time.

          Reply
          1. Dewayne Thomas

            Yeah, i think we are getting too deep in the comments. But anyway, so depending on how many status effects are applied to an enemy it ups the chance of capture? Or do they just have a capture defense stat that lowers the odds?
            I read somewhere that we can capture bosses but that seems wrong from what i can tell here. Maybe I rushed my last comment a bit because if the requirements are only 1 a piece plus some it isn’t so bad. It’s good to know this going into the game but most people probably won’t realize that’s all they need. And I myself am going to feel like i’m missing out every time i kill a monster instead of capturing it is all. Or using a summon in battle knowing i’ll have to go back to farm it to use it again is annoying to me. I can see it’s not going to change but figured i’d toss the idea out there anyway.

  3. Mondado Boy

    Great! Can’t wait to see how great (or tedious :scared: ) this will be :yay:

    On the other side, I think the material requirement should be 98/1 instead of 1/98…looks weird somehow :wut: .

    Reply
  4. FileFighter

    It’d be nice if you indicated that the weapon will get a special effect eventually, not just the next upgrade bonuses

    Reply
      1. FileFighter

        That’s an upgrade from 4 to 5, what I’d like to see is a tag of some sort on a lv. 1 item that says something like “At lv. 5, counters with Legend”

        Reply
        1. Dewayne Thomas

          I completely agree, it would be nice to know what your getting yourself into when choosing what to upgrade early on with few materials. Especially the armors and hats. Also maybe make it more obvious as to whether the additional benefits will be luck based. Like Chance of Counter Attack or Chance of Additional Attack.

          Reply
        2. weatherly23

          That would a good idea. I don’t remember if that was used in EBF3, when the only additional effects came at level 5, but It would be nice to have the equipment say “At level x, does y” below the actual effects that will be added with the next upgrade.

          Reply
  5. Arrow

    maybe the item requirement should be higher. most of the time you could instantly upgrade the items without farming because you can just buy them :wut:

    Reply
  6. Thrynity

    In order to gain the last level on dis sword, you have to melt 5 cosmic monoliths
    That would be just so hard, but fun and try hard to do.
    You know, for that insane weapon like those you gain only after being at the final boss :shades:

    Reply
    1. Thrynity

      Why would you do that? This limit break is based on critical strike, having 5 make it less “luck based” like the “instant kill” one.
      Also, it’s mostly used to apply Weapon effect, like poison and burn who can get stacked for massive extra damage ! :sick:

      Reply
    1. Thrynity

      I’m a Completionist too! This will be a great challenge for us. Just wondering if he will put some really difficult craft for us
      Definitely more interesting than buying missing compounds.

      Reply
  7. Drake

    A bit off-topic, but I like to ask it. Any new info to make NG+ great again? No, jokes aside. Is already sth. planned which makes NG+ interesting to play on without repeating only the same stuff in the first playtrough?

    Reply
  8. Kain

    I guess in that notion a more complex equip-system could add something to the game. For example a new game plus only feature, that allows you to equip 2 weapons at one time, which allows you to gain more of the skills which would help with stronger enemies in the ng+, as you cant really upgrade your weapons anymore, because they will probably be max lvl. You could create new weapons for each combo( which would be pretty hard, since it would be far more work) or just segment your existent weapons into 2 parts that get generated together as to keep your work lower. I think this is a pretty strange idea, though as I do love your games, I wish I had more change in my new gameplays, which ng+ only features could fix. Only a thought, but some more things that keep the replayability up would be hugely appreciated. Also I kinda just like the customization in your games and “creating” new weapons would hugely add to that. :stars:

    Reply
  9. Shraderc.inc

    hey you know how each creature in the bestiary gets a small description, why not do that for items to, a small backstory, or what its made out of.

    Heavens gate: supposedly cut off of the gates of heaven by Matt himself whilst waiting to be resurrected by Natalie, this sword judges the souls of all thoughs it touches.

    Reply
  10. Sean

    I love it. But I think you should have some ridiculous quests that have great rewards for large risks and massive pains in the but, such as a powerful enemy that needs to be caught in trade of rare materials and a weapon. :smirk:

    Reply
  11. Sean

    No legs in a military suit walks up to the enemies, they expect nothing, pulls out katana and starts slaughtering them, last one alive spreads the rumor of a powerful cat without legs that slaughtered his team and no legs becomes a myth. :yay: Just something I thought of and thought it sounded cool.

    Reply
  12. ANOTHER FANBOY

    :stars: :stars: :stars: :stars: :stars:
    I HAVE A GREAT IDEA!!!!!
    When using forge in the misc shop, auto buy the prerequisite ingredients (those that you can buy) when you upgrade equipments. A little tooltip on how much it would cost, an “are you sure you want to buy XXX” popup comfirmation that you can turn off, and people will be happy. -ier.

    Reply

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