-Bug where the Game Over screen doesn't show; fixed -Bug where, when starting in the Prologue, the second stage won't playback in the replay; fixed -Bug where the password doesn't work; fixed -Bug where everything except the player doesn't stop when using a restoration item; fixed -Bug where Zorne becomes unable to move; fixed -Adjustment of difficulty of stages and enemies -Some other minor things; fixed
Viper, gameover.dat would contain the Game Over images for the original RKS, not Freudenstachel. All of the new graphics can be found in the f_graphic.dat archive, including the new Game Over screens. Notice Isemiya's naming convention: all files unique to Freudenstachel are prefixed with "f_". Odds are he just typoed or forgot to uncomment an include line before compiling the web trial.
I haven't decompressed the version 0.04a archives just yet, but I suspect that the larger patch is because some of the audio files were modified to improve looping (audio file patches are much larger than programming patches).
I wish I was playing the updated version of the demo right about now, but my bro is using the computer right now... this is one of many reasons why I want own... =_=+
By the way, if anyone's wondering how I'm commenting when I'm not using the ONLY computer that I access to in my house, I'm using my Wii's Internet Channel. ♪ :D
I think this patch has made everything rather.....too easy, really. Before, I can't defeat grolla without 1 or 2 cross tanks, but now I can beat her without using any, same goes for zorne, sichte and her stage is easy from the beginning so that doesn't count >.<
That's nice, but it was way way way too hard for me previously. I'm loving this patch.
Ironically, though, the ONE screen of Sichte's stage that was giving me trouble pretty much consistently was also one of the only unchanged screens. :/
I don't think the bosses themselves were actually changed. Just their stages, which was a very welcome change, especially for Zorne's stage.
Anyway, now that I finally got through Zorne's stage, I finally got the chance to fight the new and improved Zorne. She's pretty badass in this update. o.o;
Intro stage song still loops a bit strangely, and I didn't notice any difference in the other songs, so I don't think that's what was changed. O.o But I'm no expert on such things.
By the way, anyone else notice that Freu takes an assload of damage from the fire obstacles in Zorne's stage? Looks like they remembered to make her weak to fire. XD
@Majutsukai: if you concentrate, you'll see some differents in bosses: grolla's short-wall jump is now longer, which makes it easier to dodge; when fighting zorne, the appearing speed of the block is A WHOLE LOT slower, which makes the battle more relaxed; and sichte,.....no change, she's still quite easy to deal with
Wow, they made much easier since the original 0.03a version, even easier than the C75 trial to be honest. ._. Before I had to use Weißteufel just to get pass that one point in Grolla's Stage where there was a bunch of bottomless pits and Undead Arthurs (in boxers) tossing torches at points where you fall off and die. But now there no abysses at that area. And I just getting the hang of it without Weißteufel... and I getting good at Sichte's Stage in the 0.03a Trial.
Another thing I noticed is I think the graphics for the stage design changed a little. I also notice the Undead Arthurs in boxers now has a shield, before they were stripped down to the bone (get it? XD).
Its good to see that they made things a bit more "welcoming" for novices of Rosenkreuzstilette (or the original Mega Man games on the NES, really) now, I just hope Freudenstachel is still challenging in the final release.
@djrellik: Let's face it, this is would the final game could be like in its final release this winter. Though if ~Freudenstachel~ is anything like the original, it might have another mode like Rosenkreuzstilette ~Grollschwert~ where you play as a different character who would play out as the "hard" version of the game... possibly Sichte since Rosenkreuzstilette and ~Grollschwert~ already have taken both Spiritia and Grolla, respectively.
Though I would like to play as Spiritia to see how she copies Dolis' weapon. I bet it would be like either Shadow Blade (Mega Man 3) or Ring Boomerang (Mega Man 4). =\ It would be cool if you get to play as Spiritia, Freudia, and Grolla in ~Freudenstachel~. :D
If it's any consolation, 2ch feels the same way about the changes. Some like it, some hate it. If you'd all like, I'll compile your opinions and send an e-mail to [erka:es] about it.
Keep in mind that such a mail shouldn't ask too much. I think they are aware that the fans are divided - and that a lot hate the "easy" mode, while others can't even reach bosses in the hard one. :<
By the way, since I already am doing aposting: Was there a specific story reason why the 8 characters needed to be taken out first? My RKS: Sichte fanfic plotting might need that info, and sadly, the wiki is being unhelpful by not allowing me to search =(
Probably because the members of RKS has begun a full-scale attack on humankind, which Tia needed to stymie as quickly as possible. The Count was a lesser priority compared to them.
Probably because the members of RKS has begun a full-scale attack on humankind,
Phew, so I remembered right. I wondered if there was a specific reason (like the genre typical key sillyness) or just that. The key stuff is...harder to justify in writing, atfer all.
Its not that hard if you actually try to think on how to go about the situation. Take a look at Sichte's Stage in the demo before the patch.
One section platforms coming up and down and there was spikes all over the place. In some situations like that, walking or jumping usually means death because a) you were too slow to safely make it across one platform to another or b) you jumped too high and you crushed into the spikes and kills you. So what other option do you have... Sliding. You can quickly slide your way to the other side while crouching low enough to avoid the spikes. =\
Though I do agree with the lot of you when the level design being convoluted and extremely painful to actually make it from point A to point B unharmed or get cheaply pushed off to you death because they HAD to position the enemies where they can easily kill you over and over again... I wouldn't mind if they made the final game hard, but they could at least try to make the game both fun and challenging to those who aren't experienced in the NES Mega Man games... T_T
Yea, I know what you mean. In the original Mega Man, I only defeated two or three Robot Masters before I got an Game Over. And about the "get knocked off a ledge routine", that happened to me several times in Grolla's Stage in the original RKS. I hate it when that happens. =_=!
I hope they slightly lighten up the difficulty before the final release, because I might end up having a lot of trouble with this one. The bosses especially.
Its not that hard if you actually try to think on how to go about the situation.
Thinking isn't the problem. I know exactly where I need to slide. I am just too slow. The platform-moving-up part is giving me trouble because I simply don't slide quickly enough.
And before the patch, well, I simply took too much damage from normal enemies, since I suck at dodging, too. ^^
I had the same problem with Freudia's stage in the original. I knew I had to slide, but I was too slow. The furthest I got was when you had to slide after this one platform dropped.
I hate the Quickman lasers, but I wonder how evil [erka:es] is going to make them in Freudenstachel.
Wow, I was away from the Net for one week, and there is already a patch O_o
Just when I cut my demo-completion time by two (nicer 10mn)... It was a lack of exercice, but it wasn't too hard in the previous demo.
Even Sichte and Zorne are manageable with freudenstachel-only runs, after learning their patterns, with few problems. Why cutting the difficulty ? RKS "mk1" was too easy, now they were not so far of Megamari with the net trial, why not making an hard mode which would be the "true mode" ?
I'll try this patch later, but I'm kinda scared. See ya later ;-)
Just came across a replay on the RKS uploader site that features Zorne's, Sichte's, and Grolla's stages in the RKSF Web Trial 0.04a version. The replay was great! It was done by someone called "DAD", which I assume must be Daddy (Dadi).
The only thing that disappoints me is that the Opening Stage wasn't featured in said replay.
You can find the replay, labeled "rks008.rpy", here:
It made all the stages easier and now you have gameover screens
ReplyDeleteTranslation:
ReplyDelete-Bug where the Game Over screen doesn't show; fixed
-Bug where, when starting in the Prologue, the second stage won't playback in the replay; fixed
-Bug where the password doesn't work; fixed
-Bug where everything except the player doesn't stop when using a restoration item; fixed
-Bug where Zorne becomes unable to move; fixed
-Adjustment of difficulty of stages and enemies
-Some other minor things; fixed
Wow, cool, now they got those things fixed. Now the game should be a tad bit easier for some.
ReplyDelete@Anon:
ReplyDeleteThey forgot the gameover.dat data file, which is why the Game Over screen never showed up in the previous version.
Ten megabytes? That's a hell of a patch.
ReplyDeleteGonna try it out in a bit.
Viper, gameover.dat would contain the Game Over images for the original RKS, not Freudenstachel. All of the new graphics can be found in the f_graphic.dat archive, including the new Game Over screens. Notice Isemiya's naming convention: all files unique to Freudenstachel are prefixed with "f_". Odds are he just typoed or forgot to uncomment an include line before compiling the web trial.
ReplyDeleteI haven't decompressed the version 0.04a archives just yet, but I suspect that the larger patch is because some of the audio files were modified to improve looping (audio file patches are much larger than programming patches).
I wish I was playing the updated version of the demo right about now, but my bro is using the computer right now... this is one of many reasons why I want own... =_=+
ReplyDeleteBy the way, if anyone's wondering how I'm commenting when I'm not using the ONLY computer that I access to in my house, I'm using my Wii's Internet Channel. ♪ :D
I think this patch has made everything rather.....too easy, really. Before, I can't defeat grolla without 1 or 2 cross tanks, but now I can beat her without using any, same goes for zorne, sichte and her stage is easy from the beginning so that doesn't count >.<
ReplyDeleteThat's nice, but it was way way way too hard for me previously. I'm loving this patch.
ReplyDeleteIronically, though, the ONE screen of Sichte's stage that was giving me trouble pretty much consistently was also one of the only unchanged screens. :/
I don't think the bosses themselves were actually changed. Just their stages, which was a very welcome change, especially for Zorne's stage.
Anyway, now that I finally got through Zorne's stage, I finally got the chance to fight the new and improved Zorne. She's pretty badass in this update. o.o;
Intro stage song still loops a bit strangely, and I didn't notice any difference in the other songs, so I don't think that's what was changed. O.o But I'm no expert on such things.
By the way, anyone else notice that Freu takes an assload of damage from the fire obstacles in Zorne's stage? Looks like they remembered to make her weak to fire. XD
The difficulty got nerfed too far. I can support the block jump parts of Zorne's stage being toned down, the rest is crap.
ReplyDeleteFinally the stages are doable. At least I can reach bosses now!
ReplyDeleteI don't like the changes in sichte's stage especially the moving platforms. It's way too easy now. The changes to the bosses are welcome though.
ReplyDeleteI think they should have difficulty levels to be honest, if it's too hard/easy for some.
ReplyDeleteagree, they should have an option for normal/hard mode, since this new patch made things too easy >.<
ReplyDelete@Majutsukai: if you concentrate, you'll see some differents in bosses: grolla's short-wall jump is now longer, which makes it easier to dodge; when fighting zorne, the appearing speed of the block is A WHOLE LOT slower, which makes the battle more relaxed; and sichte,.....no change, she's still quite easy to deal with
ReplyDeleteWow, they made much easier since the original 0.03a version, even easier than the C75 trial to be honest. ._. Before I had to use Weißteufel just to get pass that one point in Grolla's Stage where there was a bunch of bottomless pits and Undead Arthurs (in boxers) tossing torches at points where you fall off and die. But now there no abysses at that area. And I just getting the hang of it without Weißteufel... and I getting good at Sichte's Stage in the 0.03a Trial.
ReplyDeleteAnother thing I noticed is I think the graphics for the stage design changed a little. I also notice the Undead Arthurs in boxers now has a shield, before they were stripped down to the bone (get it? XD).
Its good to see that they made things a bit more "welcoming" for novices of Rosenkreuzstilette (or the original Mega Man games on the NES, really) now, I just hope Freudenstachel is still challenging in the final release.
Thank for the good news.
ReplyDeleteYea. I thank you guys for the good news too. I can't wait to see what's in store for RKSF in the future.
ReplyDeleteNobody notice yet that Freu is taking normal damage now? In 0.03a, she took 50% more than Tia used to from most attacks.
ReplyDeleteI can't say this about the bosses, as the last thing on my mind is counting damage ticks, but the regular stage damage is lighter now.
No, I didn't. Thanks for the mention, Billion.
ReplyDeleteI noticed it, but I didn't feel like saying it. :P
ReplyDeleteMaybe that's why I manage stages now... xD;
ReplyDeleteWell i just tried. Seems like all boss got new attacks. Sichte's stage has changed also
ReplyDeleteI just replayed this and the minute hand to the clock for Sichte is gone, it was fine in the other version, did anyone else have this happen?
ReplyDeleteThe Game Overs are now on the RKSWiki. Thanks guys. (love the Prologue one with Eifer)
ReplyDeleteWell, I really hope there will be a normal/hard mode because with all I have read, I have completly no interest in this patch. That's quite sad.
ReplyDelete@djrellik:
ReplyDeleteLet's face it, this is would the final game could be like in its final release this winter. Though if ~Freudenstachel~ is anything like the original, it might have another mode like Rosenkreuzstilette ~Grollschwert~ where you play as a different character who would play out as the "hard" version of the game... possibly Sichte since Rosenkreuzstilette and ~Grollschwert~ already have taken both Spiritia and Grolla, respectively.
Though I would like to play as Spiritia to see how she copies Dolis' weapon. I bet it would be like either Shadow Blade (Mega Man 3) or Ring Boomerang (Mega Man 4). =\ It would be cool if you get to play as Spiritia, Freudia, and Grolla in ~Freudenstachel~. :D
If it's any consolation, 2ch feels the same way about the changes. Some like it, some hate it. If you'd all like, I'll compile your opinions and send an e-mail to [erka:es] about it.
ReplyDeleteYes Letty, please do that. I want more playable characters.
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteMaybe a Zorne mode where she goes on a pyromania binge trying to avenge her adopted father?
ReplyDeleteYea, that's a good idea, a Zorne Mode.
ReplyDeleteKeep in mind that such a mail shouldn't ask too much. I think they are aware that the fans are divided - and that a lot hate the "easy" mode, while others can't even reach bosses in the hard one. :<
ReplyDeleteBy the way, since I already am doing aposting: Was there a specific story reason why the 8 characters needed to be taken out first? My RKS: Sichte fanfic plotting might need that info, and sadly, the wiki is being unhelpful by not allowing me to search =(
Actually, this patch is bad, it made game too easy..
ReplyDeleteProbably because the members of RKS has begun a full-scale attack on humankind, which Tia needed to stymie as quickly as possible. The Count was a lesser priority compared to them.
ReplyDeleteProbably because the members of RKS has begun a full-scale attack on humankind,
ReplyDeletePhew, so I remembered right. I wondered if there was a specific reason (like the genre typical key sillyness) or just that. The key stuff is...harder to justify in writing, atfer all.
And hush, people. The game is still very hard :P
It's Very hard... 0_o
ReplyDeleteIts not that hard if you actually try to think on how to go about the situation. Take a look at Sichte's Stage in the demo before the patch.
ReplyDeleteOne section platforms coming up and down and there was spikes all over the place. In some situations like that, walking or jumping usually means death because a) you were too slow to safely make it across one platform to another or b) you jumped too high and you crushed into the spikes and kills you. So what other option do you have... Sliding. You can quickly slide your way to the other side while crouching low enough to avoid the spikes. =\
Though I do agree with the lot of you when the level design being convoluted and extremely painful to actually make it from point A to point B unharmed or get cheaply pushed off to you death because they HAD to position the enemies where they can easily kill you over and over again... I wouldn't mind if they made the final game hard, but they could at least try to make the game both fun and challenging to those who aren't experienced in the NES Mega Man games... T_T
Yea, I know what you mean. In the original Mega Man, I only defeated two or three Robot Masters before I got an Game Over. And about the "get knocked off a ledge routine", that happened to me several times in Grolla's Stage in the original RKS. I hate it when that happens. =_=!
ReplyDeleteI hope they slightly lighten up the difficulty before the final release, because I might end up having a lot of trouble with this one. The bosses especially.
Its not that hard if you actually try to think on how to go about the situation.
ReplyDeleteThinking isn't the problem. I know exactly where I need to slide. I am just too slow. The platform-moving-up part is giving me trouble because I simply don't slide quickly enough.
And before the patch, well, I simply took too much damage from normal enemies, since I suck at dodging, too. ^^
I had the same problem with Freudia's stage in the original. I knew I had to slide, but I was too slow. The furthest I got was when you had to slide after this one platform dropped.
ReplyDeleteI hate the Quickman lasers, but I wonder how evil [erka:es] is going to make them in Freudenstachel.
Just mash the Jump button like crazy. That's what I did to get through the shortcut around the end of Freudia's Stage in the first game.
ReplyDeleteThanks for the suggestion, ZX. I'll be sure to try that next time I decide to play RKS. ^__^
ReplyDeleteWow, I was away from the Net for one week, and there is already a patch O_o
ReplyDeleteJust when I cut my demo-completion time by two (nicer 10mn)... It was a lack of exercice, but it wasn't too hard in the previous demo.
Even Sichte and Zorne are manageable with freudenstachel-only runs, after learning their patterns, with few problems. Why cutting the difficulty ? RKS "mk1" was too easy, now they were not so far of Megamari with the net trial, why not making an hard mode which would be the "true mode" ?
I'll try this patch later, but I'm kinda scared. See ya later ;-)
Just came across a replay on the RKS uploader site that features Zorne's, Sichte's, and Grolla's stages in the RKSF Web Trial 0.04a version. The replay was great! It was done by someone called "DAD", which I assume must be Daddy (Dadi).
ReplyDeleteThe only thing that disappoints me is that the Opening Stage wasn't featured in said replay.
You can find the replay, labeled "rks008.rpy", here:
http://u4.getuploader.com/rks/
...I have no comment...
ReplyDeleteThe creator of Schirach Fuhler did an replay... Wow.
Dude, DAD/Daddy has been doing a bunch of replays and has been helping with pointing out bugs. I even mentioned this in a prior post. Do you read?
ReplyDeleteYeah, I knew he's been pointing out bugs. I had been reading through this whole thing.
ReplyDeleteI would say the same thing the last Anonymous said.
ReplyDelete