Epic Battle Fantasy 5 – Battle Demo

Woot, it’s finally playable! Test away and tell me what you think. The more different things you try out the better.
The version number should be 0.6 now. If it’s not, hit F5 or whatever you need to do to refresh it.

237 thoughts on “Epic Battle Fantasy 5 – Battle Demo

        1. Schizen

          I think the question was whether the game would be similar in gameplay to ebf 1/2 (just battles) or 3/4 (rpg). So to answer it’s gonna be like ebf 3/4.
          Oh and the cat emojis are great :3 :stars:

          Reply
          1. asdfghjkl;

            Because there’s map design already, it’s most likely going to be like the 3rd of 4th game.

  1. SamThePineapple

    My hopes got up and then were crushed. T_T

    (To readers of the comment on the future, it’s not the game, it’s that it was there and then it only said “Coming Soon)

    Reply
  2. Soph The Fab Potato

    I don’t know if you meant for this or not, but I froze a monster and then used Unload on it and the “Frozen” status effect didn’t go away until the attack was done. :smirk:

    Reply
  3. Stopwatch

    So, a few things so far:
    1. [GAMEPLAY/DEMO BUG] Cooldown timers seem to be retained after fleeing battle. To clarify: I fled the battle, changed some options, went back into battle, and noticed moves like “Debilitate” and “Heal More” were still on cool down. (Obviously, refreshing the webpage sets everything back to default as it’s supposed to.) Now, I don’t have any idea if cooldown timers are intended to carry over between battles in the final game (I’m guessing not) but it’s at least a small issue with the battle demo itself.
    2. [GRAPHICAL BUG] When enemy foes evade capture, any status icons they have disappear, and do not reappear until the enemy is interacted with again (like being hurt/healed.) To be perfectly clear, the status effects are still present, the icons are just temporarily invisible.
    3. [TEXT ERROR] The description or “Sushi cat!” doesn’t mention its cooldown timer like other moves.

    Also, a question: I know you mentioned some time last year that you were making some changes to the better emphasize the backup system, which included players not being able to attack on the same turn they were revived, and players being revived while in backup. Have you decided against some of those changes, or are you still thinking of tinkering with the backup system later down the line? For what it’s worth, I thought those initial balance ideas were somewhat sound and at least a little bit interesting. (Except for not being able to change equipment in-battle, I’m glad you can still do that.)

    Reply
    1. Matt Roszak Post author

      I didn’t go with those particular ideas, but there are a lot of new mechanics that encourage using backup players, such as cooldowns, and buffs which affect backup.

      Thanks for the bug info!

      Reply
  4. TheMultyplayerPlayer

    When you don’t collect the items by hovering the cursor over them after the enemy is defeated, after some time (around 30-60 seconds) the items get auto-collected. :yay: :yay: :yay: :yay:

    Reply
  5. DigitalZero

    Bug Report:
    If you play with Endgame equipment and swap over to Early game equipment.
    You keep all the equipment available in Endgame, only that they’re level 1.

    PS: Please bring us a sorting system for Summons.
    A random name generator for them could also be fun. :stars:

    Reply
    1. DigitalZero

      Sorting system for Summons could be:
      1: Order Captured (already in the demo)
      2: Power (status summons are all at the top)
      3: Cost (amount of summon points required)
      4: Element (and how much % of that element. If even, then they’re sorted in Capt. Order)
      5: Name (useful if you’re hardcore and use names for setting up orders yourself)
      Sorry if you don’t care about small things like this. :sad:

      Reply
  6. Random Gamer

    I noticed that when wet is applied onto a character, it does not remove burn like it did in EBF4. Is that how it’s supposed to work?

    Reply
    1. Matt Roszak Post author

      Wet doesn’t remove burn, water damage does. They’re usually the same thing but not always.

      Reply
  7. TheLightningDragon

    I have found a bug. When I put camo skirt on Anna for few turns it was fine but then the medi-pack fell on her and the another one and another one and 10 minutes have passed and it is still going. (sorry for the grammar)

    Reply
  8. DarkSinisterHD

    so cool but hard.It’s so diffrent from the 4th part.But can someone tell me what does “Zero” difficulty?
    :smirk: :smirk: :smirk: :love2: :love: :tongue: :hurray:

    Reply
  9. N0thing

    Hey, nice seeing the game here O_O (The demo, but whatever)

    I’m not sure whether that is supposed to happen, but I used tempest with Matt, then attacked with “doubleshot” with Lance. After the monsters attacked, I wanted to try some other skilsl from Lance, but found them on cooldown.

    Also, Natalie doesn’t have heal in the earlier stages oO? This will make the Epic diff much harder :D

    Reply
    1. Phil

      It’s probably the “disable” status. It sets all the cooldowns so that it’s like you just used all of them.

      Reply
  10. N0thing

    Might want to take another look at the description for tribal mask. Additionally when Natalie has haste, and then changes with e.g. Anna in the back, then haste will disappear (Checked this by making natalie return to the front)

    Reply
  11. cool skeleton92

    i don’t know if this is a bug or not
    but when natalie has low HP and do the “idle” animation something weird happens :smirk:

    Reply
  12. Tobias Stamm

    Your changes to the UI are very, very good. I like how you solved the “target one”-”target all” problem. Switching characters ist nice too. And everything looks cleaned up.

    Reply
  13. Vidle

    When i used the Screamer, instead of making it instant it faded and did a jumpscare which made me fall off my chair :scared: :scared: :scared:

    Reply
  14. Flamel

    Why was it that once one member of my party got the virus status everyone did and it keep going up until they all died even those in the reserve?

    Reply
    1. pyroblujay

      that is what virus is supposed to do. you should hover your mouse over any status effects you get to find out what they do BEFORE asking questions about them

      Reply
  15. Anderson

    Hey I found a bug, it constantly dropped medipacks over and over at lance without me even doing anything. It was probably some equipment that casts medipack between turns but it did it about 200 times and it is still doing it. I was on wave 15 fighting two ancient monoliths. With lance natalie and ana on the field with matt and nolegs on backup. It was about to be our players turn whuile the ancient monoliths just went. :?: :?: :?:

    Reply
  16. GC19

    OH NO OH NO OH CRAP AAAAHHHHH TWO COSMIC MONOLITHS AND AN AMETHYST GOLEM AUGGHHHHhh
    https://drive.google.com/file/d/0B2vlKqSc4ynfam4xSlZLeWlMMWc/view?usp=sharing
    That’s what I get for doing late-game epic lol

    Ok, time for a real bug report
    I played this till wave 5, then switched tabs for like three minutes, then this tab resest automatically(so I didn’t get rekked by the monoliths). IDK why, it just reset. Can this be fixed?

    :tongue: Take that cosmic monoliths!

    Reply
  17. GAMERULmihai

    Found a bug:I tried to capture a dragon that had some debuffs on it.After I threw the box and failed to capture it,the debuffs weren’t there anymore.The game wasn’t showing them.After the dragon attacked it showed them again.

    Reply
  18. Anderson

    Hey, I noticed something. Every single move is either 100% of an element, 50% of an element, or no element. And the only attacks that do 50% of an elemtn are weapon based attacks. I don’t like it this way, I want there to be 75% elemental attacks, 80% elemental attacks, 25% elemental attacks, and so on,, in the epic battle fantasy four it was like that

    Reply
  19. Anderson

    Hey, I noticed another bug. I captured every foe I had and once I had 18 summon-able creatures , I couldnt get more that I could summon, I could still catch more foes but they wouldn’t show up in my summons section of a players’ move

    Reply
    1. Voidsword

      Same. I made a comment about this earlier when capturing was being shown off; that with all the summons we’d need some sort of summon management system, a scroll bar, or multiple pages. Also, it’d be nice to get some kind of indicator whether a foe is capturable or not rather than infinite spamming of the capture box at low hp, unsure if it will ever pay off. I generally gave up after 3 rounds of all 3 chars failing capture, and am thus sure I missed some :cry:

      Reply
  20. 246vipfreezeray

    I was very surprised when i used Nat’s 7th Heaven.
    I did not think he would actually use that image. :ooo:

    Reply
  21. long

    you should remake some limit breaks and skills:
    -super nova : not being ale to dodge, being the highest limit break in game , wont it be unfair in some situation? :scared:
    -black hole doesnt have chance to kill multiplayer but instead kill user(so recommended to use when have auto revive and should be use at the end of the battle since it wont let dead players gain exp)
    -and the machines(godcat’s machine) that cast supernova, black hole,genesis and absolute zero are weaker or only as strong as those skills? :wut:
    -most of the normal skills are somewhat weak
    -can you make skills split into 2 cartegory(the default skills and shareable skills)? i found it easier to use than the new one :neutral:
    -can you let lance have 2 options: one is to use the small pistol that look like a small version of Lance’s big gun behind him; and his original gunblade
    -Last one: we all knew the reason why blade of destruction and lance of creation dont make it here, the reason is for too OP, but why you have to take away Equilibrium(Matt’s sword) and debuff Lance’s accelerator? the new legendary weapons in here are cool but i still prefer some of the legendary weapons in ebf 4 better :cry:

    Aside from those and some bugs, everything look great, now waiting for the backgrounds, weathers and last but not least phyrnna’s music :stars:

    Reply
    1. long

      *shouldnt, not should at the black hole line
      i know you spend time to re design all of the foes and it look cool at all, but it somewhat a little childish compare to other games. it like watching other pokemon generations(anime) and then watch pokemon sun and moon the anime all over again :sad:

      Reply
  22. Foxy-Sama

    The music is really good, I suggest you keep this one for regular combat

    the graphics are still a master piece, similar to EBF4 but with some upgrades

    the enemies diversity is still present with some good addition :stars:

    The HUD is organized and simple to use :stars:

    The new elements are well thinked :stars:

    The skills cooldown make combat more interesting :stars:

    Reply
  23. Andrew

    I’m sure someones told you, but just in case:
    Using Natalie’s limit break gives hp to dead characters, but doesn’t revive them.

    Reply
  24. Flamel

    I found a Glitch: Nat’s limit break healed everyone in the reserve even though one was dead and it shows their head sprite as if they are dead i don’t think that is how the limit break is suppose to work, it shouldn’t show them being alive and dead.

    Reply
  25. Asian

    I found the worst bug. It seems someone changed the files around to make Natz Kyun animation different. :bleh:

    Reply
  26. valhunter97

    I found some small graphical (status icon) bugs – sometimes status icons of enemies aren’t showing with no reason. Also Nat got “Shroud” effect and when it finished, icon remained there.

    Reply
  27. pilover

    YAY! it is here!
    if youre planning ahead can the update for EBF 5 (like battle mountain) be ulockable by beating the game on epic the whole way, i have no credit card or the like just 20$ cash
    here have bacon as money :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon:

    Reply
  28. darki

    Tried it out for some 5 minutes, and i enjoyed it! I do have one question: Is it nescesary to have a dedicated menu option for switching between players? Wouldn’t the spinning icon on them be enough :?:

    Reply
  29. Mehmet II

    :ooo: Holy shit The Trek got remixed :love: :love: :love: :love: ?!?!??!? THIS IS THE BEST DAY OF MY LIFE!!!!
    Also the combat is looking really great Matt!

    Reply
  30. John Henry

    Is the summons only supposed to have 18 summons available? And if so, how can we drop summons we don’t want/need? Other than that, I’ve found the demo amazingly fun.

    Reply
  31. Spirare

    The bunny-winged staff has the description of the slime staff. The actual slime staff doesn’t seem to be in the equipment menu (yes, even with late-game equips set).

    Reply
    1. Spirare

      Looking again, I’m actually not even sure if it’s the same staff or not. It has a slime bunny on the top, and apparently it’s a healing staff, matching the colors.

      But wasn’t there one with a slime impaled on the top? Or was that a sword?

      Reply
        1. Spirare

          No, scratch what I said above, I checked – the slime-impaled one is a staff. Everything’s working fine here.

          Reply
  32. Person

    Sorry to bother you but I believe there is a glitch with the hunger status effect since when I got it my characters started to use items that we had already ran out of

    Reply
  33. DarkSinisterHD

    When Natalie u 7th Heaven she is so diffrent from the last 4 games.Why?I don’t minde that beacuse it’s more sexy now :love: :love: :love: :love:

    Reply
    1. DarkSinisterHD

      Yea and why i can’t click on her boobs when i turn on my limit break.Can u fix that Matt Roszak :ooo: :ooo:

      Reply
  34. Flarix

    I think “Snow cats + Bubble blast” combo looks broken (and, actually, the whole “chill + wet = freeze” concept). If foes have zero freeze resistance, it is possible to spam them every turn, killing enemy without any damage received. With some resistance it is also very good. Maybe add some cooldowns or reduce chance of inflicting those effects.

    Could not freeze Blue flybots and Big mud slimes this way though (normal freeze worked on Bid mud slimes). Don’t know why, I didn’t find any notes of resistance to freeze, and big blue FREEZE text is misleading (http://i.imgur.com/JgVXqo2.png bits are Frozen, but bots are not and act on their turn). Should make it consistent – add resistance and remove text or add the effect. I was able to freeze some other bots with chill + wet combo.

    Couldn’t capture thunder type golem with 30 hp and 0-1 status effects on him and luck on me for more than 20 attempts. First I thought that was one of uncapturable foes, but then I met Turrets, which cannot be targeted with Capture at all, so the golem should be capturable. Other golems were captured no problem. Maybe I am just unlucky though, it’s impossible to be certain where chances are involved.

    Frozen enemies after failed capture attempt break the frozen animation, but the effect is still there, as well as the Frozen icon. Looks weird, maybe make Capture attempts to cancel Frozen effects.

    Will try my best to find more in the future.

    Reply
    1. Matt Roszak Post author

      Oh, it looks like the Bots were frozen AND healed on the same attack, I guess that’s okay.
      I agree that Snow Cats is OP, I may give it a cooldown or something.

      I’ll have to fix that frozen/capture bug.
      Thanks!

      Reply
      1. Flarix

        Yes, now I realise that heal cancelled the freeze. But I think it is still an inconsistancy. Damage cancels freeze, healing cancels freeze. Damage + freeze leaves enemy frozen, but heal + freeze doesn’t.

        Reply
  35. GAMERULmihai

    Nice demo!Can’t wait for the full game.I love the foe capturing and all of the new skills.

    Now let’s start counting the bugs and stuff that needs to be fixed: 1.if you try to capture a foe that has effects/buffs/debuffs and fail,those will disappear and will come back only after the foe attacks.
    2.one time after I killed a foe it’s debuffs were floating in the air: https://drive.google.com/open?id=0B8-9dPJ2SWvDNkFEcnZBMUFYTjA
    3.remember the new style the players get when their HP is low?Yeah,nice detail.Too bad some players can’t figure out the fact that they have to look normal when they have high HP again: https://drive.google.com/open?id=0B8-9dPJ2SWvDT1V5S2xScWRqejQ
    4.Matt,I am OK with haunted mirrors,but not with a haunted battleground.I kill a bit and it’s ghosts comes back.No,I can’t do anything to it and it can’t do anything to me.Still,rock ghosts are not my favorites,so maybe you can do something with them: https://drive.google.com/open?id=0B8-9dPJ2SWvDbDRCMWM0RHVXcW8 + https://drive.google.com/open?id=0B8-9dPJ2SWvDQW1hT3ktbjZiYkU

    I’m sure you’ll figure out how to fix these things.But if it takes long you might need this :coffee: . Some bacon too :bacon: :bacon: :bacon: .

    Reply
  36. Jeffexe

    It looks really good so far, but I have a few visual things you might want to change. On the settings screen where you choose gameplay and graphics options, the grey hover outline for “Content” is messed up. When hovering over any of the options in the “Content” section, the highlight that appears when hovering over the words is shifted off. Also, I like the fact that enemies drop their items in small bubbles, but I think having the items fly towards the players when collected is weird. Instead, maybe have the bubbles pop or dissapear when the mouse hovers over them, because the player technically IS the one controlling the party members, and it makes more sense for the player to collect the items, rather than the party members.

    Reply
  37. Shraderc.inc

    I like nolegs, i will probably use him a lot, nice how his abilities have cool downs. He’s like a support rouge

    Reply
  38. Cp-chan

    i used Arrow Rain like ten times with the Alchemist Bow and i keep getting Doom :skull: . im not wincing cause im not getting the other effects but im just informing you this :!: . (its kinda fun seeing the foes slowly die from the effects :smirk: ). Can you decrease the chances of Doom alittle and increase the chances on the other effects alittle on that bow? and can you do arrow rain like you did on EBF4, like every hit is a chance on a [random] effect? :?: (btw Alchemist Bow is one of my favorite weapons :love2: :love2: )

    Reply
  39. Hanna-Diana-Magic

    Uhm
    Hi

    I really don’t know if I should comment here about this but oh well
    I am just here to ask about something
    Well, many people including me liked some of the old characters you have created as well, like Lazarus and Grey Mage for example, and wanted them to appear again in the games somehow.
    I think it would be kinda cool to somehow put these characters in EBF5, like NPCs for example, they could make some interesting conversations.

    Also about the demo,
    I actually think that there’s a very small graphical error with the players’ faces when they have low HP,
    For example, when I made Anna use “Piercing Shot” and she had low HP, something strange happened with her mouth.

    Other than that, I find everything here very awesome. I really like how everything is thought with a lot of detail and the new artstyle is very cool.

    Reply
  40. Jeffexe

    Instead of having the squid arms disappear into nothingness, they could be connected to the main squid body. I know before, you had the tentacles go off the screen, but I think having the tentacles attach to the squid body is better.

    Reply
  41. Alex Sun

    Having a ton of fun with trying to survive with a max physical attack Natalie, max magic attack Matt, and tank NoLegs.

    Reply
  42. Devin de Vries

    Me playing the demo like:
    “Gotta catch em all! Gotta catch em all!”

    Pro tip: the monster catch rate seems to go up massively when they surrender

    Reply
  43. Devin de Vries

    Also it says now that the “morale” status effect now only prevents full HP KO’s instead of above 50%?

    I’m asking this because the new effect would be really, really useless :scared:

    Reply
  44. Jack Dague

    I was slightly caught off-guard by the replacement for Kyun. I never said I’m complaining, just that I was caught off guard.

    Reply
  45. CrazyGadget

    Lance’s “Oblivion” says it deals “massive *magical* bomb damage” but the attack type indicator says *physical.* Fix?

    Reply
  46. Jack Dague

    I noticed a minor problem with the description of the tree goop enemy. You used hallowed, which is a word that could be used to describe an item of worship such as the bible. I believe the word you were looking for was hollowed.

    Reply
  47. ChaosSorceror_Davidicus

    Natz got a Limit Break, was called “Seventh Heaven” and I thought, “Oh, guess Matt’s done with the sexified limit break for Natalie. That’s not bad, I guess. This like Judgement then or…” {click}
    … WELL THEN! :ooo: (Why is Anna :love: -ing?)

    I love the battle music, I could jam to (and drive my brother insane with) this. Game looks great so far at 24 waves. I haven’t noticed any bugs as of yet.

    Reply
    1. ChaosSorceror_Davidicus

      Ah-hah.. Whups. Didn’t think, for some dumb reason, that posting a report would cost me my all-important demo run. :tongue:

      That’s alright though. I got a taste of it. I’ll hold off on trying higher difficulty events and wait til the game comes out, or for a little while. Don’t wanna spoil the game all at once.

      Reply
      1. ChaosSorceror_Davidicus

        It was implied she might’ve had a thing for Matt, too. So I’d assume bi, like every woman in the world these days [/grand sweeping statement]

        Reply
  48. Kai

    Music: Epic Battle Fantasy II – Traverse the Woods (New Version (Version 2. (Fast Version))) :yay:
    I love that things in old nostalgia are new too :stars:

    Reply
    1. Ariel

      lol the moment i heard that, i checked down in the comments to see if anyone else had pointed it out. Traverse already sounded nostalgic enough to me, but now i’m gonna make myself another playlist full of EBF5 music. kudos to you, phyrnna :yay:

      Reply
  49. Cp-chan

    *puts on Alchemy Set and Alchemist Bow* my favorite weapons :love2: *sees Lance with a random effect weapon* :stars: :stars: :stars: :stars: :stars: YES FULL PARTY OF RANDOM EFFECTS!!! :evil: :evil: :evil:
    have some bacon for this amazing thing :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon: :bacon:

    Reply
  50. Deividy Mario

    Hey Matt, I do not know if this is a Bug, but Matt was with -50% attack bonus, and I was using Genji Armor, Defend, and from -50% go 80% should not go to + 30%? :wut: (Brazilian here, Translated with Google Translator, sorry for grammar mistakes) :bleh:

    Reply
  51. Dan Chase

    Hi. So first bugs i found. -
    -After Natz got sent in the backup team because of the turret thing, her debuffs and buffs remained over Ana who replaced her. They dissapeared after she got hit though.
    -Lance sometimes get the charged attack buff because of his equipment but there is no animation. It becomes hard to notice. Would be nice to see him charge his gun to know that the laser can be fired.
    -The Dragons and squids feel strange because their necks suddenly end when they are in the second row and third. The squid tentacles also just cut off but you can extend them off till off-screen. The dragons necks ends could be hidden behind:-make neck long enought till it goes off screen, give some dragons a mane or spike than cover the neck cut,..etc Just saying. You are not forced to do it.
    -I will look for more errors but please read the rest.
    I know it just opinions but …
    Ok, you are not forced to change the kyun animation if you don’t feel like it. At least make it optional to get Lance’s old tank. I preferred the design of Vlakyrie over the new tank. Also please, for Matt’s multi slash limit break, i preferred the old one where he dashes from his spot to hit the foe instead of first walking in front of the team then doing it. Takes a lot of the impact out. Noting was more satisfying than buffing matt, debuffing foes defenses then using it to see Matt suddenly move, almost warp, to the foe and hitting it making Akron’s eyes bulge and hearing a satisfying distorted sound. It takes a lot of impact out when he first walks in front of everybody then does it. Same with Lance’s charged gun attack. Seeing his charged gun fire suddenly in EBF4 gives the feeling that the gun became unstable and had to fire immediately instead of the walking in front of team then firing thing.
    Everything else is good though. Animation, music, Etc.
    My criticisms is that some of the original feel is gone. Been following your games since Brawl Royal. The new tank feels and looks lighter than old valkyrie so Lance’s Dio limit Break looks weaker when he falls on enemies. The Multi Slash Limit Break has lost its punch kind of feeling if the player walks then slashes away.
    Those are my opinions. I will try to find other bugs but if i do, should i comment here or on your twitter? :wut: Sorry if i sound selfish. Making changes to a game is extremely tedious but please consider. :cry: :cry: :cry:

    Reply
  52. ChaosSorceror_Davidicus

    So I’ve encountered a Topaz Golem I got him down to 11 HP, and am giving him a thorough attempt at catching. I understand some foes simply cannot be captured, but will there be a message or something that alerts you to whether or not something resists being caught? For example, this Topaz Golem. If he can’t be caught, I currently have no way of knowing if I’m just missing Graveler with the pokeball or if he not allowed to be caught. I’m assuming you probably already got some sort of message that will appear when something cannot be caught in the works, but if not, something like that would be nice so I don’t sit here forever thinking I’m just REALLY unlucky with catching this golem. :P

    Reply
    1. ChaosSorceror_Davidicus

      Another issue I’m having is that the “Swap Turn” arrow wheel on the characters is making it rather hard to actually read the status effects on that character. Just a minor issue.

      Reply
  53. Tdim

    Has Lance always had a tail? :wut: :wut: :wut:
    It’s only visible during the Oblivion Limit Break (at least, i think)

    Reply
  54. ChaosSorceror_Davidicus

    Not sure if this is intended, but Natz’s Genesis does not revive dead allies in the back row. The skill simply says “all allies” and I assumed that it would revive those in the back row. If it is working as intended, I’d suggest maybe making clear that it revives only those on the field. If it is supposed to res those in the back… well that ya go. :neutral:

    Reply
    1. ChaosSorceror_Davidicus

      And here’s another one. A few people have mentioned it before, but we got ourselves a Phaser Squid!
      http://imgur.com/fxdq2ck
      Disem-tentacled Squid Son has returned to destroy us all.

      Other than that and the Genesis “issue(?)” above, nothing else to report today. Had fun tho. Was like thiiis close |—| to catching a flippin’ Cosmic Monolith. Poor bugger was stuck in my web… until I decided to try and stick it in my web. Had 114 HP left… and I stupidly summoned Putrid Worm on it, forgetting that that does damage, killing my prize. For all that those Monoliths incite fear.. let it never be said that David the Worm slew the mighty Monolithic Goliath. :cry:

      Reply
  55. pilover

    why are some foes such as golems and monoliths like impossible to capture ?
    was it horrible luck, i took 25 tries with good luck status and failed to capture it at low hp then it died from a counter attack

    why does it seem if you have target badge/ angry faic that gives target status on defending and turtle gi that your limit break bar fills slower with target(or is just defend)?
    if so then is the turtle gi + target strategy = like 80% boost to limit break even viable?

    WHY NOLEGS NO HAVE SUPER NOLEGS LIMIT BREAK/SPIRIT BOMB(evil nolegs)
    (HISS HISS HISS)

    Reply
    1. Matt Roszak Post author

      Limit break increases depends on damage taken, so if you’re defending it will fill half as fast, yes.

      Reply
  56. pilover

    the rainbow question mark means random effect
    BUT WHY DOES IT NOT OVERRIDE THE EFFECT OF THE MOVE USED?
    (divine judegment with curse) :mad:

    Reply
  57. Timothy

    I gotta say I am very impressed with how far this game series has come. And I also like a lot of the new changes that have been made, especially the the turn cool down system implemented in the special skills. Now I can’t report any errors or system crashes because I forgot to take pictures of those while playing the game because I was having so much fun. So let me just section my thoughts on the battle system right now.

    Special Skills – Alright so I believe that replacing mana with a turn cooldown was an excellent choice and improves this game a lot. In previous games mana really didn’t matter, because items could easily refill mana and each character still had a lot of mana to spare, so there was really no reason for me to care about which skill I used at the time only used skills appropriate for the right enemy. With the cool down system this makes the game more difficult and challenging. There were many times while I was playing in more difficult battles that I told myself that I should’ve saved this skill instead of just using it right away. Also, the skills have just the right amount of cool down, some necessary skills need very long cool downs as they are very powerful and useful and other skills do need short or no cool downs as well I would be pretty screwed if they weren’t available. I also like the new skills I am seeing. With Matt, I feel there is more variety in the type of elemental physical attacks with the new bomb and wind element attacks. Nathalie feels the same in her skills but the skills I love the most was the Rainbow Blast. This in combination with the bone staff (too lazy to type the name) debuffs all the enemies’ defenses so either Matt or NoLegs can hit very hard especially when they are buffed in attack. I can’t say much for Lance or Anna as I rarely used them, but I do see situations where they are useful with their skills. An example would be Lance being to debuff both the enemies’ defense and magic defense and I find Anna more useful when she had a powerful healing spell that can bless allies, which is important because of the amount status effects in this game and how hard they can punish you if you aren’t careful. Now NoLegs in his skills are very surprising and can be used as both a very strong support character and even a heavy hitter. Skills such as the Nine Lives skill that heals and grants auto revive was very useful in a tight situation, the Sushi cat was a very good healing skills as well as granting luck, the haste skill helps give more strategy if I want to use a skill from another ally, and his attacking skill combos are very useful and powerful as they can clear a whole wave. In general I love the skills implemented here and the amount of changes made.

    Weather/Staus – This is something that I wasn’t expecting to enjoy, because I didn’t know how the weather was going to affect the gameplay and I thought it would just be nonexistent as well I never really found weather to be the main changing factor in RPG games. But here there are so many weather effects and in combination with the amount of statuses that can be afflicted from the weather, as well as potentially helping/damaging either the foes or allies, is a great change. I found myself both loving the weather benefits and also hating how much I get punished for not paying attention to the weather or it just completely screws by either debuffing me or putting me in a position where I am vulnerable to certain attacks but in a good way. And with the many status effects, this can really punish players if they aren’t paying attention and can also benefit the players if they use these status effects against the enemies. This also makes the bless status more useful, as there are many times I was afflicted by negative status effects. This compliments the game’s difficulty and I can’t wait to see the environments I will be in when fighting enemies as well as the status effects they will bring in battle.

    Enemies – Now I will say that I am not overall the most excited about the designs of the enemies as I feel they are about the same I would expect in previous games. I don’t dislike or hate the enemies in designs but I still like the art style and I appreciate the new enemies. What I am really excited for is the amount of new possibilities these enemies bring in battle. What I mean by that is, is that with the new type of status effects as well as new attacks I am seeing it brings much more difficulty. There were absolutely many times, especially in normal difficulty, where the enemies can potentially destroy me if I wasn’t careful. Some new status effects or moves such as the reverse buff/debuff especially pissed me off as I always would buff my characters before attacking only too have it reverse on me and starting over again or getting one shotted by enemies. The disable move also made me angry as I couldn’t use the skills I needed at the time forcing me to re-strategize. But what really makes this game more difficult is the more stronger enemies. This just makes me more afraid of machine enemies in general now. I also want to say that the nukes are now always something I worry about because they can one shot the characters with wrong equipment and preparation. The dragons, golems, monoliths, and other minibosses I feel are more difficult in this game. Even if I had the right equipment to deals with these guys, the new attacks, buffs or debuffs by these guys proved to make a challenge, as in previous games, I could handle enemies more efficiently because of the skills I could use constantly. But with the cool down and the constant debuffs and health and stats management, I think my characters died more in this game than in previous games. This is not even taking account with other enemies other than the harder enemies that can potentially buff the enemies or debuff my characters, so it isn’t like the other enemies aside wouldn’t be a problem because they can be if I ignored them. All of that being said I enjoy this change for its difficulty.

    Equipment – I actually found myself to experimenting more different types of equipment in this game than in previous games, as equipment was a very huge factor in trying to have more powerful skills, debuff enemies, having more attack or defense, and in general just being able to defeat the enemies. Now I wished we could’ve changed equipment before battle as I wanted to use equipment each time I enter a new battle, but I found out that changing equipment between battles has become more important. In previous games, I really didn’t worry about the equipment I wore, just the equipment I felt I liked more. But the new type of equipment i found to become more useful especially in different scenarios. Now I still didn’t find myself using all types of equipment as some I didn’t find useful, such as the ones that improved catching enemies, Although they could be really useful when farming for summons. Now I gotta say that I like the fact that some equipment improves defending by buffing a character, as I never really used defending in previous games and now they are more useful.

    Characters(or just NoLegs) – Now I already enjoy the characters in the games and I really do not need to explain the others as they already have the same feel to them as in previous games, but the new skills and equipment they bring are still interesting. Now NoLegs in general is just fucking adorable and cute in this game and is very powerful and useful. The most common team combination I found myself using was Matt/Nathalie/NoLegs, as they all bring necessary buff I need every time and compliment each other well as well. Now despite having very powerful support skills, NoLegs is a heavy hitter and even has a high evade to dodge attacks. The combo attack of having to hit 3 times and hitting all other targets while gaining an extra hit for each killed enemy is useful for clearing waves. This is also very helpful as NoLegs has different elemental takes with the same properties. In combination with the right equipments he can do more physical damage to the enemies, even more so than Matt. The problem with using him is that he is a glass canon as he has the lowest HP in general compared to the whole cast. There were many times I wasn’t taking into consideration of NoLegs health as I have already buffed my characters in defenses and even in evade. But then I see NoLegs one shotted and I am like oh shit I have to revive only as he is very useful and I needed him for support. Overall NoLegs is a great addition to this game that so many people wanted. I especially love the equipment as weapons he has as they are both powerful and very fitting for NoLegs.

    Overall I think this is a great change in the battle system and I hope to see more. Now I will say this, as someone who has played all the Epic Battle fantasy games, even though this isn’t considered to be the best and most game changing in terms of RPG games, I do love the changes being made here and I am glad that you are dedicated with this series.

    Reply
  58. Nothingness

    Just a few pretty small things that I ran into (the second one may be a mistake on my part).
    -When I berserk a bear and then remove the berserk status from it with a water attack, the “angry” expression on it remains on it until its turn.
    -This only happened once-and it might have been my imagination (or incorrect recollection), but there was a time the morale status was given to all the enemies-then I captured one one of them and the morale statuses seemed to have disappeared off the other enemies while it was still my turn.

    On side notes. I’m liking the cooldown system. Feels better than the mana system imo and allows for better balancing. The new types of status effects are also pretty interesting (I particularly despise the “hungry” status effect, haha). The weather system is a neat addition too. With all these sorts of weathers, I’m wondering how many areas there will be in the game. Overall, good work so far.
    Also, in regards to the capture system… i notice that there’s a maximum number of summons that you can use during the battle. Will we be able to switch outside of battle? :x

    Reply
  59. Lscander

    The backup characters should be able to change their equipment.That’s the point to solve the problem that people don’t use the backup or change equipment.

    Reply
  60. proltvkun

    type error:error 1009
    at StatusDisplay/displayBuff()
    at StatusDisplay/update()
    at PlayerMC/stand()
    at Lance/frame32()

    Reply
  61. greg501

    I have a concern about the cooldown system. If all of a characters elements can be covered by skills with no cooldown, how would the standard attack not be pointless? The skills would just always be better in every situation. Also Lance would have the only cooldown-less all-targeting healing skill.

    Reply
    1. HackneyedTrope

      Isn’t standard attack sorta pointless in EBF 1-4 anyway though? I can’t remember the last time I used it, with the exception of equips that allowed mana drain which aren’t a thing here. To be honest, I am not really sure why it is kept. :wut:

      Reply
      1. No-name

        Well, you can use it while Syphoned. Also Chance to get those special effects and spells, debuffs etc.

        Reply
  62. pilover

    lance uses the scouter when debuffing foes, that is fine. BUT when scanning foes over 9000 may pop up, the main problem is lance DOES NOT use the scouter when scanning foes, isnt that what it is for? :?: :mad:
    will Vegeta get his scouter back? :?: that would be cool for a expansion

    Reply
  63. valhunter97

    My heroes got scorch from monolith; when they got -50% health debuff i summoned flybot to convert it to buff. But next attack Nolegs died as if he still has low hp, and this buff seemed to apply (to Matt) only at next turn. I reckon it’s more convenient to change hp right after the summon. And… Is it a bug or should be that way?

    Reply
  64. Alexander

    There is a dumb idea, but, what would happens if exist a food item that when you use it, cause that character get “Fat”! (XD) you know like fatness increase defense and some element resitance or something like that, but keeping that aside, imagine the next escene … You use that item on Natalie … now is Fatalie (XD) and oh wait, youre in danger and Fat-alie has her Limit Break gauge full! …then you use KYUN! (>w<) with Natalie fat version XD :scared: :sick: :love:

    Pretty dumb huh? XD And nice work on new Lance style, i like it but i guess his face got pretty round or maybe its his eyes, idk but i feelk it cool yet weirdish :neutral: :sad:

    Reply
  65. Alexander

    small visual bug detected, when lance wear space outfit it turn black, but when he use Oblition Limit break, his outfit turn white but the top keep black/yellow :hurray:

    Reply
  66. Sheng Yong

    I finally managed to get WAVE 50
    file:///C:/Users/user/Documents/My%20Web%20Sites/Relpy.html
    BTW, here is what BUG i found.
    3 tab in 1 game for music is awesome!!! :stars: :stars: :stars:

    Reply
  67. BobSaget

    So something i did was do a 5 man team, but make it so no legs is the only one alive, and see how far he goes. I equipped the berserker hat, the syringe weapon, goku clothing, navi, cat tail, and the morale pin. he lasts for a very long time. :stars:

    Reply
    1. ChaosSorceror_Davidicus

      Ooh, that sounds fun, I’ll try that myself. What difficulty did you do it in? Normal? Epic?

      Reply
  68. Master Link 2

    It’s pretty great, and don’t forget this isn’t even the full version. :yay: You rock Kupo! :stars:

    Reply
  69. Stopwatch

    Hope you’re still checking this thread. I’ve noticed a few more things since last time:

    [GAMEPLAY BUG] Cooldowns for moves are shared between party members. For example, ‘Fire Spin’ has a 1-turn cooldown. If Anna uses it, NoLegs must abide by the same cooldown counter, despite having not used the move himself. (Granted, it’s really only an issue if players will be able to share moves in the final game. No clue if this issue affects enemies in any way, though.)

    [HAIR] You can interact with Anna’s hair, moving it from side to side. Now I know this was a feature with Natalie’s hair that you removed before the demo, so I have no idea if you wanted Anna to still have this feature or if you just forgot to remove it for her too.

    [OPTION/IDLE ANIMATION BUGS] When idle animations are turned ON for PLAYERS and turned OFF for FOES, many enemies will still have some aspects of their idle animations, including:

    Pretty much any enemy with basic circular eyes can still blink. (eg. Dogs, Bushes, Bears, etc.)
    Pretty much anything that “drips”, still “drips”. (The Ashen Gloop’s lava, the Sandstone Boulder’s sand, etc.)
    The Fallen – The thumbs on their free hands lightly fidget.
    Beheaded Fallen – Head bobs up and down.
    Burned Fallen – Sword glow radiates.
    Bears – Ears and tail wiggle.
    Worms – Wings flap. Eyes pulsate.
    Cutie Worm – “Bow hair” moves.
    Voodoo Dolls – Hair moves.
    Matt Doll – Feather moves.
    Dragons – Behind the head, plumage/hair/appendages sway.
    Slimes – The various appendages and doodads sticking out of the top of their heads move. For certain slimes, their mouth moves (eg. Big Sand Slime).
    Slime Mouse – Ears wiggle. Electrical sparks appear.
    Slime Bunny – Ears wiggle.
    Bushes – Leaves and branches sticking out the top of their heads move.
    Cats – Ears wiggle. Hair curls move.
    Stone Idol – Arms move up and down. Eyes move.
    Metal Idol – Eyes move.
    Wooden Idol – Arms/Legs move back and forth. Leaves sway.
    Mage Dog – Cowl moves back and forth.
    Rescue Dog – Ears wiggle.
    Marble Boulder – Brown “shoulder pads” move.
    Obsidian Boulder – The gem at the top of its head gleams occasionally.
    Amethyst Golem – The amethysts that cover it gleam occasionally, similar to the obsidian boulder’s gem.
    Crystal Gloop – Crystals “glow”.
    Electric Bat – Parts of their wings move up and down.
    Jet Fish – Jet glow radiates.
    Demon Mirror – Disconnected bits on each side float up and down.
    Seaweed Chomper – Eye is shifty. Seaweed on the back still moves. (Probably similar issues with other chompers.)
    Blue Creep – Eyes pulsate. Jaw moves. (Probably similar issues with other creeps.)
    Pink Squid – Eyes pulsate. Ear-like appendages move. (Probably similar issues with other squids.)

    There’s probably MUCH more, but I can’t be bothered to check every variant of every enemy. This issue works both ways, by the way. When player idles are turned OFF but foe idles are turned ON, these specific animation traits don’t occur at all.

    Reply
  70. H. Blaster

    I think you need to modify the Viking hat, it always gives the male players the status Berserk and doesn’t stop unless they’re purified. This brings problems when trying to use other skills that are not offensive since it uses the player’s turn and cannot use again unless using Haste. Can you modify that? :neutral:

    Reply
  71. HackneyedTrope

    I do not believe single-target buffs should have a recharge time, because if you want to buff a lot of characters you will be spending several turns anyway, thereby already fulfilling the role of staggering out buffing. The same goes for single-target debuffs. Also, I am not sure why switch player still has an icon in the tactics menu, as you can switch in one click by just clicking on player you want to switch. Dark Pulse and Dark Pulsar could be combined into one skill al la firestorm/icestorm/thunderstorm, though you would have to put a note that the spread increases cooldown by 2. I’m also not sure why Snipe has a cooldown as it is essentially an accuracy boost, for one player, for one attack, that requires them to use the standard attack. I think you should bring back the cluster missiles effect for airstrike, aka the “centered” variant. All mass healing skills should have the option to target one player with no cooldown as opposed to the standard spread. I also think you should reduce the cooldown of MOAB and Star Blast from 10 to 5-7, and Dispel Buffs from 5 to 2-3, as the former’s cooldown renders it used, at best, once per normal battle; and by the time the latter recharges, a buff put one one round after would have a chance to degrade by 20% anyway, and most statuses would be timing out. Arrow Rain and Combo Shot could be combined into one skill. Screamer should have a single target version. When a character is revived by an effect that would otherwise give auto-revive status to a living player, it would be nice for them to get the status, plus the revivication. Finally, could you give the percentage chance for capture when attempting against a foe?

    Thanks and good luck!
    :smirk: :arrow: :bacon:
    P.S. You should read Aysu’s EBF stories on FanFiction.net (No, I’m not pumping my own work here, they really are amazing). Make sure to get the right site.

    Reply
  72. pitgif1

    I have a question.
    In witch game rngine are you making games :?:
    And by the way this demo is amazing i think that ebf5 will be one of the best games in this year (if it would go out in this year)
    :love: :love2:

    Reply
  73. No-name

    Great, but one minor thing. When you check whether the skill is physical or magical, magical attacks show the icon for Magic Defence, rather than Magic Attack.
    Also, not a fan of 7th Heaven. It’s okay and all, but Kyun was just iconic.

    Reply
  74. Pixelstar

    Mage Dog summon: Hits all foes with evil holy magic which curses them.
    I don’t understand how holy magic could be evil, but seems legit.

    Reply
  75. Mephilus the King of swords

    man i loved playin ebf 3 and 4 they were seriously friggin awesome!! i cant wait to play ebf 5, btw everythin you’ve shown of the game so far looks amazin keep it up :yay: !! also appreciate the sexy nattalie limit break :love2: .

    Reply
  76. Idelac

    We know what the classes of Matt, Natalie, Lance, and Anna are. But one thing’s missing: What’s NoLegs’ class? (Does his class change depending on his weapon?)

    Reply
  77. Santiago5500

    Hmmm I don’t know if it’s a bug or I just don’t know how to do it but…
    If you catch LOTS but really LOTS of monsters (Actually 12) :neutral:
    You can’t use new caughts :scared:

    (Pokemon fan + Sunny weather= Gotta catch ‘em all)

    So… I don’t know if that limit is on purpose (if i only can catch 12 monsters i will be out of space before the second city :skull: ) or you can chose your 18 summons in an off-battle menu
    or there is a way to scroll i didn’t realize
    or just a little bug

    whatever it is i would be glad to know your answer :wut:
    Thank you :yay:
    Bye :smirk:

    Reply
  78. Kachopper9

    I didn’t realize that MP was swapped out for cooldowns :neutral:

    …eh, I’ll probably still play it+

    Reply
  79. AJking101

    The Viking Monolith should have a higher catch rate. I had the Viking Monolith at 28 hp, I equipped no legs with full explorer armor as well as the flair that boosts catch rate, and he had the status good luck. Couldn’t catch the monolith even after 45 mins.

    Reply
  80. Ken

    Matt, i still wonder what the crossed part below the skills part of each character is ??/
    Is it for special skills like the ones in EBF 3? :wut: :wut: :wut: :wut:

    Reply
  81. Natz98

    The demo is so fucking good, I legit cant wait to play this game. . Really appreciate the work though, its cute!!

    Reply
  82. Gabriel

    Well, found some error once the Sandstone Boulder throws a rock at NoLegs the battle somewhat stopped :c

    Reply
  83. Sanford

    [BUG] After using Lance’s Ion cannon, I waited a turn to use hyper beam, and even though I still had a turn of charge left, Lance charged again rather than fire Hyper Beam

    Reply
  84. Kihahapuri

    Ready capture or easy captured foes only marked by small box icon in right of his name (Such as Icecream Slime :tongue: :tongue: )

    Reply
  85. No-name

    I noticed that if the enemy has 50% resistance to debuff (like, the ones reducing stats) it’s (nearly) impossible to inflict that debuff on them. I tried to debuff War Mammooth’s attack more than 10 times and it didn’t work a single time.

    Reply
  86. ebf-fan

    coldowns… going to make the game really hard… especially when fighting like three dragons with all the same element… your going to need hit-alls alot and then on top of mp insufficiency its gonna have cooldowns….

    Reply
  87. Mad Parrot

    First of all, congratulations! I think your graphic dessign is one of the bests and friendliers to players in all the market, incluiding both indie & not indie developers. I bought EBF4 a year ago & I still play it from time to time, for it offers so many variations.

    Also the art looks hugely improved in EBF5, even when your previous games were frankly well designed. Cheers for that too.

    Regarding bugs, I found impossible to catch a lvl 5 Topaz Golem with 17/941 HP (that’s only 1,8%!), even using luck and debuffing it & causing it negative conditions. I tried for almost 30 minutes. Am I ridiculously unlucky, or is it normal within your criteria for catching foes?

    (Also, if you need help translating the game, I am a native spanish speaker, but I think you already have your working team)

    Reply

Leave a Reply to Random Gamer Cancel reply

Your email address will not be published. Required fields are marked *

Simple HTML is allowed. Spam will automatically be deleted. Here's some emoticons:

:smirk: :yay: :hurray: :ooo: :tongue: :love: :love2: :stars: :sad: :neutral: :meh: :bleh: :cry: :sick: :scared: :shades: :mad: :wut: :?: :!: :arrow: more »