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Euphoniac

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A member registered May 28, 2020

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A reminder: Don't buy this game. The current version (1.0.1.) is broken, since it's not possible to complete the first dungeon.

(2 edits)

The game looks promising, but I encountered an unavoidable game-breaking bug that made me lose a lot of progress twice in a row.

Long story short: If you try to leave the Underground Dungeon, the game will get stuck (in version 1.0.1).

When I took the exit on Underground Dungeon floor B7, it seems I stayed on the same map (now labeled as Underground Dungeon B0 instead of B7), only that everything was dark (except for the map, menu and directional movement symbols). I could even open the menu and try to take the exit again, but nothing else. What's even worse: I replayed until that point, because I thought at least the Escape Stones would work, but using an Escape Stone triggers the same bug (I tried to use them on B7 and B6 - the result was the same).

So please make sure that Escape Stones and all dungeon exits work properly, and while you're at it, an additional auto-save when descending to a dungeon's final floor would be greatly appreciated.

I know that the game is meant to be a "rogue-like", but serious bugs as the aforementioned ones are the reason why I prefer being able to save anywhere.

I think I can't proceed right now because of the following (potential) unavoidable issue:

- After the party splits up following the events at Septakahn Castle Ruins: When revisiting Liam's home(town), it seems something doesn't work as intended at the end. Liam is supposed to visit his home's second floor alone (which doesn't happen, since the other two party members accompany him nonetheless), and after fetching the NPC on the second floor and returning to the first floor, he then leaves (or must leave) an important NPC behind (when interacting with her, the player is just told once more to visit the second floor with Liam alone). As a consequence, despite the changes in Regnalia, it's not possible to advance the plot there by visiting the throne room (assuming that's what I'm supposed to do). I'm supposedly on the path to the good ending - just in case it makes any difference. It's possible at this point to revisit the elemental temples (and recruit Abir and Anthony again), but I don't know if I'm supposed to do that right now or if doing that would just screw my save file up (even more).

Unfortunately, it seems the game hasn't been tested properly, and I don't know if I can find the motivation to continue my playthrough later. There are just too many bugs; I didn't even bother to write everything down, but here's a representative list of bugs that I've encountered during my playthrough so far:


- Some rewards can be obtained an indefinite number of times, e.g.:

-- Answering the Quizmaster's quizzes.

-- Talking to the boy in the vacant apartment (after having decided not to rat him out).

-- Completing side quest 2 (Water Temple) repeatedly.

-- Talking to T-man (Water Temple).

-- Talking to the cute woman (2 Sodas, Greasy Gris Restaurant entered from Christopher Pillar)

-- Obtaining the "Legendary Trident" on the world map.


- Is Liam's Luck stat bugged? 488 was the highest value I observed in his lower levels, and after having reached level 99, he sported a pitiful Luck value of 20.


- Liam's and Adrian's "Disarm" skill lowers the opponent's DEF instead of ATK.


- Alyah constantly loses MP during (each turn) and outside of battles (when walking around).


- When speaking to King Regnus for the first time, the following loading error occurs (which is persistent until having left the area and until having closed and restarted the game):

Failed to load: audio/bgm/Theme1.ogg


- After spending the night at Liam's house with Liam, Adrian and Abir, an unresponsive Lucius sprite can still be seen standing around on the first floor (while the real Lucius is sleeping on the second floor, but can also still be encountered outside at the same time).


- Dylan's Outpost: Maybe the roofs are leaking, because it snows inside the buildings.


- Dylan's Outpost: When examining the grave of Anthony's mum, Anthony's reaction is displayed even when he hasn't joined the party yet. The same applies to the local postmaster, who addresses Anthony even when he isn't present.


- Dylan's Outpost, Cold Zone Outfitters (equipment shop): Even though there's only one guard on duty outside, it certainly isn't intended that Orcs can be encountered (random battles) inside the equipment shop.

- Water Temple: It seems resting in Anthony's bed doesn't heal the party.


- The Water Temple's back entrance can be used right after defeating the assassin, even though the party is supposed to talk to Anthony's dad beforehand.


- Water Temple: There are actually two different paths leading to the treasure chests (including Aberforth's Horn) that don't require to fight Dylan's Defender (might or might not be intentional).


- Water Temple: If the player decides to help the ninja and actually defeats the demon trees (instead of fleeing from the battle), the game will freeze afterwards (game-breaking), which is probably movement-related (it seems Liam is supposed to go one tile south, which is occupied by Anthony).


- Water Temple, five demon trees: When helping the ninja and then pressing Enter on the tile three tiles south of the central demon tree, a message about the impaled ninja pops up, which probably comes from a parallel dimension (in which the party doesn't help the ninja).


- Water Temple: The single "moving" demon tree doesn't disappear upon defeat and can thus be challenged an indefinite number of times (might or might not be intentional).


- Water Temple: Drinking the Healing Water makes it possible for Anthony to use his spells (might or might not be intentional).


- Water Temple: When nearing the "danger zone" - when the player is asked whether to stay or not -, the answer options are switched (choosing "yes" actually means not to stay).


- Water Temple; Christopher Pillar (inn): During the floating cutscenes, the following loading error occurs (which is persistent until having left the area and until having closed and restarted the game):

Failed to load: audio/bgm/03_Childhood_Memories.ogg


- King Regnus' throne room: During the cutscene that plays out after returning from the Water Temple, if the player decides not to participate in Adrian's "duel" and Adrian wins, the player will end up with Adrian as the only party member. When returning to the throne room at this point, the previous cutscene is repeated (which, while being another bug, gives the player the chance to salvage the situation); the cutscene repetition doesn't occur after winning the "duel" with a full party and then returning to the throne room afterwards.


- After having entered the Wind Temple, the following loading error occurs (which is persistent until having left the area and having closed and restarted the game):

Failed to load: audio/bgm/Sorrowfulyouth.ogg


- Liam-specific dialogue can still be triggered at his home(town) (and elsewhere) even during the time when he (temporarily) isn't a party member.


- After the events at Septakahn Castle Ruins, it seems visiting the elemental temples for a second time (and thus recruiting Abir and Anthony again) can be done immediately - and thus prematurely (potential sequence-breaking).


- I don't understand why the game's www folder contains another (identical) www folder, thus making the download size twice as large as necessary.

I'm playing the game at the moment and intend to provide a list of bugs after having finished my playthrough. There's one rather urgent (potential) issue, though, that I'd like to report right now:

When entering the hidden location (or whatever is supposed to be found there) near Port Christopher, the player is actually brought to the hidden location (of the same type?) near the Earth Temple instead (vague wording intended to avoid spoilers).

Dependent on what is supposed to be located near Port Christopher, I fear that this map transfer issue might interfere with the side quest (Greasy Gris Restaurant) related to the NPC that can be found at said location(s) (i.e. to find all 10 of him throughout the world), and if that is the case, I would appreciate a quick fix for this issue.

I don't take any issue with downer endings in tv shows or movies, but after having spent so much time playing a game, I prefer that the story ends on a brighter note. Still, the endings are as competently written as the rest of the story and dialogues, and all three of them are the right endings for this kind of story.

Since I spent too much time exploring every inch and grinding, it took me 30 hours to complete my playthrough. My main party was still only around level 55 towards the end. I probably would have grinded even more if I hadn't played at 50% difficulty. Whenever I tried out the 200% difficulty setting, battles were nightmares that took forever. Despite battles yielding thrice as much EXP and Gold at 200%, 50% still features a way better cost-benefit ratio (especially when considering the limited usage and recoverability of skills). Money was a constant issue, too: I would have needed to grind for more money towards the end if I hadn't gotten all weapon drops from the monsters residing in Maoh's Palace (and I still spent over a million on the rest of the best equipment pieces). Still, I like this kind of game design that excels in incentivizing and rewarding hard-working players.

Playstyle-wise, I liked the dual guns wielding thief (Hodaki) the best, while character-wise, Crackos had some really good moments throughout the story (provided you like black humor). Regarding the dungeons, the Tomb is a really interesting and diverse dungeon early on, but I enjoyed Maoh's Palace the most (despite the limited visibility, which I hated), since I really love hunting monsters for their strong loot.

A few random things I didn't like:

- Not being able to dash inside all houses (though it seems the most house owners wishing for peace and quiet can be found in early-game stages).

- Not being able to save during the game's final part.

- Non-active party members not gaining EXP.

- Gems raising the ATK/MAG of weapons by a random number between 1-3 (which in turn means it takes a lot of save/reload to achieve optimal results).

Those were just minor annoyances, though. I had a lot of fun and will gladly recommend this game to fellow JRPG gamers. :)

Thanks for the explanations and clarifications. I was able to fill the missing bestiary entries thanks to your instructions. Despite having fought dozens of battles, I never encountered Bat + Spider during my first trek through the Tomb, but now they were eager to meet me and appeared in the very first battle. The Rare Wisp took me 20 battles to spawn, so its encounter rate sounds about right. :)

So I went ahead and completed my playthrough. Thank you very much for a very entertaining game. While I don't especially like the ending(s), I respect your artistic vision and determination. And I really liked all the well hidden treasure chests (behind or covered by trees in particular).


Here's the rest of the minor bugs that I encountered:

- As turns pass, the status condition counters don't decrease (it's a bug that I've already encountered in many RPG Maker MV JRPGs).

- Antalaya: When deciding to help the cheating husband inside the inn, the party is only paid 400 Gold instead of the promised 4000 Gold.

- When returning later to Tri Field (after the final conversation with Venti Sai), the sprites from the previous cutscene can still be seen standing around (and they block the way, thus making it impossible to talk to Venti Sai again).

(1 edit)

I've just reached the point of no return, so I would like to check if there are any tasks left that I should complete before venturing on, especially regarding the following points of interest:

- Are there any new side quests available anywhere (I'm not talking about anything that was already available when visiting a location for the first time)?

- I'm unsure if the "Galaxy Comprehension Items" side quest (Tri Field) is an actual side quest or not.

- Can anything be done with the Trading Cards found in Frambelr or are they part of a removed side quest?

- Is there any use for the Runesmith in Nubylu?

- Desert Field 03: Is there any way to reach the treasure chest in the upper left corner (might be a bug)?

- I'm still missing a few bestiary entries. Can the following monsters be encountered before the point of no return (and if so, where)?

-- The entry in the upper right corner right of "Red Slime"

-- The entry near the upper right corner right of "Hornet"

-- The entry that is below of "Frozen Skull", right of "Blue Slime" and above "Werewolf"

I would appreciate some pointers to alleviate my "fear of missing out". :D

Thanks, the updated maps did the trick and I was able to advance the story. :)

After replacing the data folder, the game now doesn't even reach the title screen. There are a lot of loading errors concerning the img/system folder, like Balloon.png, Shadow2.png or Weapons2.png. I can't fix them all by myself, and I don't know why the game even tries to load png.-files when most of the files in the img/system folder have the RPGMVP format.


For now, could you please just tell me the password needed to proceed? Unless it doesn't work without properly inspecting the book-related hints, of course.

I'm enjoying my playthrough immensely, I didn't expect that the game would feature such intricate world-building and such a heart-wrenching story. And the game is nearly bug-free to boot, though I've run into a problem that prevents me from advancing the plot.


Right now, I'm in the laboratory (where you can open several doors using four-digits codes), and in the central northern room, I'm supposed to enter a password which is composed of two words (in order to use a blue switch). Contrary to my expectations, the northwestern and northeastern rooms don't contain (clues to) the password components (nothing happens when examining the books there, which might or might not be a bug), so I'm pretty stumped and would appreciate pointers on how to proceed.


Furthermore, I've (only) encountered one (other) serious bug so far:

- The game fails to load map048 (game-breaking) when entering the Forbidden Fortress (ice continent) from the world map (entering from the Snow Fields works fine, though).

I'm currently playing and enjoying the game, but I really didn't appreciate the "custom game-over" after winning the fight against Mydas in Permabreeze Castle. I thought I was so smart, but ultimately, I only wasted an hour. :P

I enjoyed playing through this game very much, and I can fully recommend it to anyone who likes epic Anime-style JRPGs. It took me - as a very slow but thorough player - nearly 65 hours to complete a perfect playthrough on the hardest difficulty setting, including playing through 120% of the story (main story + 2 side stories), obtaining all 268 skill gems, all 243 bestiary entries and all dictionary entries. This game is definitely one of the best RPG Maker (MV) JRPGs from a Japanese developer that I've ever played - thank you for this entertaining experience.

I abandoned my playthrough back then, because the developer didn't fix reported (achievement-related) bugs, and judging by the posts on this game's Steam forum, these issues still persist. Anyway, a demo version of this game has been made available on Steam since your post - such magnificent timing. :D

Honestly, I don't understand this game's price cycle, going from initially 10 to 0 and now all the way up to 50 bucks. It's probably better to just play Mystic Quest Legend (aka Final Fantasy Mystic Quest) instead, since Jacob's Quest isn't much more than a recreation of that game.

I can't speak for Healy, but I noticed that, for example, stunned, burned or chilled enemies were suddenly weak to fire and ice when being hit with Desert Dagger and Frostblade, though I ultimately thought it was an intentional design choice.

I just completed my playthrough after approximately 17 hours, it's an entertaining game with lots of things to do and explore, so thank you for developing and sharing this game, morso. My biggest gripes were the low level cap (25) and the generally missing/uninteresting monster drops. Both issues collided when I farmed a few hours for Plate Armor drops (2% chance) from Skeleton Captains. Not only did I reach the level cap before the second half of the game this way, I also noticed that Plate Armors can be bought later, only to be quickly outclassed by Mithril Armors. :(

There are still some loose ends that I could tie up. At the end of my playthrough, I was still missing the bestiary entries no. 47, 57, 80, 89, 115 (115 is probably the final boss, and one of the other entries might be reserved for the Troll, see below) and the weapon entry no. 38. Any clue which optional location(s) etc. I might have missed? Admittedly, I was a bit tired towards the end because of all the random encounters (and no incentive to defeat them thanks to the low level cap), so my exploration motivation and prowess probably wasn't at its peak.

Also, I encountered a few bugs - nothing too serious - that you might want to fix:

- The Smitten status isn't removed by walking (only by resting and through cutscenes).

- It seems defeating the goblin boss in the Ancient Grove and obtaining the Druidic Flower is the trigger for the soldier NPC granting passage southeast of Langbury (might or might not be intentional), not planting the Druidic Flower (I checked by chance, since I was on a personal side quest to sleep with all harlots in Langbury).

- Shrine southwest of Cromby Village: It's possible to skip the "break room" completely. While it's not a big deal, this occurrence alone was enough to make me leave a dungeon and save my game every time I was about to open a locked door. Maybe place another key in the Behemoth's room to alleviate the players' fear of missing out.

- Desert hole: It's possible to walk on the wall left and right of the vine (also later in the Wyrm cave), which enables the player to grab two treasure chests in the northeastern part (which is blocked by a water fountain) prematurely.

- I think it's not a good idea to send the player one tile downwards after choosing not to enter the desert hole. For example, the game freezes if - when doing this - Perci II (the horse) has been "parked" one tile south of the desert hole.

- Right after entering Easchester, the fortune teller lady assumes the party has already slain the Lamia.

- For whatever reason, if the player tries to enter the Hydra boss room a second time (i.e. from the second time onwards), he will somehow find himself in the Dark Prince boss room (Exony Castle) instead.

- If the player docks south of Sothport and then enters Sothport from the south, he will lose the ship permanently (game-breaking), since Sothport can't be left to the south.

- The Staff of Morn raises the intelligence stat way more than what is stated in the staff's description.

- When talking to the Druidic Flower after defeating the Great Druid: The first time the protagonist's name is mentioned, the default name (Jaden) is shown instead of the player's choice.

- It seems Trolls (encountered on Twin Dragons' Mountain) don't appear in the bestiary after having been defeated.

- It's unclear what can be achieved (if anything at all) by donating money to the Twin Dragon shrine. I wasted 25000 Gold before reloading an earlier save file; the Twin Dragons can be challenged right away, and the opportunity to donate money disappears afterwards.

- It seems many bosses don't possess instant death resistance (against the Urchin class' Murder skill), which might or might not be intentional.

Thanks again for creating an enjoyable game.

Vielen Dank für die Rückmeldung. Die Möglichkeit, die Zeit vorspulen zu können, schwächt den Kritikpunkt, der ja ohnehin nur auf meinen persönlichen Präferenzen beruht, für mich deutlich ab. Ich schlug eine solche Funktion schon so vielen Entwicklern vor, die Tag/Nacht-Zyklen in ihre Spiele implementiert hatten, aber kaum jemand nahm sich die Zeit, so etwas einzubauen. Unter diesen Umständen gebe ich dem Spiel gerne eine Chance, sobald es in fertigem Zustand erscheint. Ich wünsche dir viel Erfolg bis dahin mit dem Rest der Entwicklung. :)

Das Spiel sieht äußerst interessant aus, aber leider bin ich absolut kein Fan von Tag/Nacht-Zyklen, da ich sie als Spielspaß zerstörendes Zeitdruck-Element empfinde. Wenn der Tag/Nacht-Zyklus in diesem Spiel nicht lediglich kosmetischer Natur ist, sondern dazu führt, dass bestimmte Quests/Orte/NPCs etc. nur zu bestimmten Zeiten zugänglich bzw. verfügbar sind, dann ist das Spiel wohl leider nichts für mich.

Übrigens, ich würde wenigstens noch einen Kampf-Screenshot präsentieren, damit potenzielle Spieler sehen können, ob das Kampfsystem Seiten- oder Frontalansicht verwendet.

Thanks, but honestly, having to start a new playthrough (because of the bestiary issue) in order to access new (end-game) content was the straw that broke the camel's back. I just wanted to let you know that I've moved on to other games for now, and maybe I'll give "Rift Walker" another try once it's in a complete state, but not anytime soon.

Thanks, I'm looking forward to leveling up beyond level 99 (if possible on my save file).

Yeah, my bestiary still contains 566 entries. I'll probably ask you about my missing bestiary entries towards the end of my playthrough in order to check if all the missing entries are related to the cuts.

(1 edit)

I don't remember what caused the error during my first attempt, but during my second and third attempt, the same error occurred when I killed one of the enemies (it doesn't seem to matter which one). Edit: The same result in the fourth and fifth attempt. I killed a different enemy first each time, but the game always crashed then.

I just encountered the new battle in the fishing village, but unfortunately, the game crashed mid-battle, displaying the following error message:

>>>

TypeError: Cannot set property 'discovered' of undefined

at Beast_Book.addBeast (STV_Beastbook.js:1314:41)

at Game_Troop.updateInterpreter (STV_Beastbook.js:1176:36)

at Function.BattleManager.updateEventMain (rpg_managers.js:2281:16)

at Function.BattleManager.updateEvent (YEP_BattleEngineCore.js:1940:21)

at Function.BattleManager.update (YEP_BattleEngineCore.js:1898:33)

at Scene_Battle.updateBattleProcess (rpg_scenes.js:2265:23)

at Scene_Battle.update (rpg_scenes.js:2257:14)

at Scene_Battle.update (YEP_CoreEngine.js:1431:35)

at Scene_Battle.update (YEP_BattleEngineCore.js:4550:36)

at Scene_Battle.update (YEP_X_TurnOrderDisplay.js:646:34)

<<<

Thanks, I was able to enter the easternmost igloo, which completed the side quest. =)

Other versions of the party members would be no surprise at this point. :P

So... Is it safe to travel through the (Demonic) Whirlpool Dungeon to Future Riftonia or should I wait? I'll wait either way, since there's so much else to do (and the aforementioned areas are probably main quest related), but it would be good to know.

Also, I'm not sure how to "complete" the "Mysterious Loot Labyrinth" side quest. I activated the mechanism and lit all braziers (including the one in the room that is unlocked by activating the mechanism). Despite that, the quest journal doesn't accept the quest als "completed", and talking to the quest giver again only triggers the quest once more. Am I missing something or should I just grab the loot and move on?

Yeah, I'll let you know if I encounter more of these issues, but given the pace of my progress, you're probably long done with your search by then. ;)

When entering the other igloo east of the "Igloo Loot Labyrinth", I get a loading error that displays the following message:

>>>

Loading Error

Failed to load: img/characters/!$Light 1.png

<<<

Rift Walker community · Created a new topic Questions

I think it can't hurt to have a thread used for general questions.

Right now, after going through the (Demonic) Whirlpool Dungeon, I stumbled into Future Riftonia, and on the way there, one of the dialogue panels showed someone who hasn't joined my party yet, so I'm cutting my losses now and returning to a previous save file. If this location shouldn't be accessible right now, it would be better to prevent the player from entering it at this point; otherwise, it would at least be great to know if there's a way back from Future Riftonia. I'm a player that always does main quest related stuff last, but I don't want to waste my time with sequence-breaking. It's hard to figure out if something breaks the sequence with all the time-related shenanigans going on. :P

Thanks for the explanations. I know that the Cradalios Cave issue is something that a player has to do on purpose (more or less), but it can't hurt to prevent unfortunate accidents.

Yeah, the normal items limit is 999, which I pleasantly realized very soon when farming Bronze Ore - and later when stuffing my bags with Seed Rucksacks for free. :D

I'm not always sure which party member can learn (and actually use) which skills, which is why I always make back-up saves before using Skills Books so that I won't lose/waste them. Also, it's good to know that party members can learn skills "retroactively" thanks to your help (like with Beatrix's "Thaw" skill). And concerning Bernard, I think he's just too manly and can't be bothered with wearing accessories. ;)

Since I'm still farming for drops in Rifthaven and vicinity, the Elven Realm must do without my heroic deeds for a while longer. :)

Just a few minor things this time, but I'm reporting them now, since Bernard is worrying about not being able to keep up with his teammates.

- Cradalios Cave, bottom: The second "stone tablet pathway" doesn't offer a way back. This is harmless the first time around, since the player gets teleported out after opening the treasure chest that contains the Second Heirloom Piece, but traveling through the second stone tablet again afterwards means getting permanently stuck.

- Is it intended that Bernard can't equip accessories? His accessory slot in the menu is sealed (not usable). If he should be able to equip accessories, I'd rather strengthen him sooner than later.

- Speaking of accessories, it would be great if "useless" stuff like "Ring of Agility" could be sold. I'm not interested in the Gold, I just want to get rid of this crap, since it clutters the inventory, which is even more bothersome because of the 100 items limit that applies to regular armor pieces.

- When I used the Double Wind Wave skill book on Beatrix, she didn't learn the spell, even though she should be able to utilize offensive wind spells.

- I'm not sure if I'm supposed to do something first, but right now, I can't use the six farming spots in Zeke's house (basement).

Despite playing so many RPG Maker JRPGs, I'm not proficient in using RPG Maker software, but I read somewhere that "Yanfly Core Engine" should enable you to implement a higher level cap. While I'm glad that my playthrough won't be affected, I hope you'll find a satisfying solution when it comes to future games. Just throw in a few permanent stats-up items here and there in this game, which you're probably already planning to do, and I will gladly continue my party's ascension. :)

I'm all for "the sky's the limit", but it would be really great to know beforehand how already existing save files would be affected (or not), because I won't start a completely new playthrough at this point. If you upload a new version that utilizes the plugin you mentioned, I'll gladly check my save file's compatibility (maybe you can even fix my save file if it can and must be fixed). While I've played hundreds of RPG Maker (MV) JRPGs, I find myself in uncharted waters when it comes to such significant changes mid-playthrough. On the other hand, I'm curious and would really like to level up past level 99, so yeah, go for it and let's see what will come of this.

Ah, so "five different floors/rooms" concerns the layout, not the number of floors that have to be traversed each time, which means it's intended that the boss floor can be entered at the end of any (number of) floor(s). Well, I will spend a lot of time in this dungeon (in order to achieve a perfect bestiary), so I appreciate it that I can at least challenge the boss quickly each time. Also, I'm not that hyped about the free Seed Rucksacks anymore now that I've realized that they only give out the three lowest tier seeds. :P

Haha, I was already about to suggest raising the (suspected) level cap of 99. :D Since I've already played RPG Maker MV JRPGs that feature a higher level cap than 99, it's obviously possible to implement such a higher level cap, but I don't know how much effort that would take you, and an old save file might not be compatible with a higher level cap at that point, especially when the level cap has already been reached.

I'm already 30 hours in and have just begun my raids on the Rifthaven Dungeons, so you'll probably be able to release all future updates before I finish my playthrough. ;)

Speaking of the Rifthaven Dungeons, I thought it was supposed to be a five floors dungeon, but it seems there's an infinite number of floors (unless I gave up too early). And thanks, by the way, for handing out the Seed Rucksacks for free there. :P

Quick update: I'm still having a lot of fun, especially now that the bestiary has been fixed, but progress is slow, since there is so much to do for completionists. I guess I won't finish my playthrough anytime soon, which is a good thing (I'm a guy who complains a lot about all these mediocre 5 hours long JRPGs that litter the internet). :)

It's a great idea that you intend to check every area. When you fight Rabbid Bandits (no. 256) or Bright Riders (no. 288) in the Rabbit Tunnels, the bestiary loading issue occurs, too, even if you've encountered these monsters elsewhere before, because the bestiary entries are "overwritten" with a different battleback, which makes me think your guess is correct. Man, I miss the days when checking the bestiaries in RPG Maker MV JRPGs simply made the game crash. ;)

I just encountered a less severe variant of the bestiary loading loop issue. It happens when defeating a Mimic (no. 8, Cradalios Canyon rabbit hole path) and then viewing its bestiary entry. At least I don't require an immediate fix this time. There's so much to do, you'll have this issue fixed a hundred times until I decide to bother with Mimics again. :D

Thanks, the issue seems to be fixed. I loaded a save file from before entering Cradalios Canyon, and after the first encounter in Cradalios Canyon, the bestiary still works as intended. Unfortunately, my latest save file still suffers from the loading loop, which means only new players won't encounter this issue. Instead of letting you fix my save file (if that was even possible), I'll sacrifice one hour of progress and resume my playthrough from the latest unaffected save file (honestly, it's my own fault  for not stopping immediately after discovering that bug). It's still better than practically not being able to use the bestiary.

Thanks, it's good to know what the paralysis status does exactly and that it works as intended. Due to a lot of grinding, I've been killing enemies so fast that they don't get many opportunities (anymore) to paralyze my party members. :D

Thanks for the update. I actually obtained Rabbid Bandit's Bag of Lesser Augmentations before the update (i.e. before the improved drop rate). :) Also, I noticed that some enemies suddenly feature additional drops, so they haven't seen the last of me yet. ;)

Unfortunately, the issue still persists even after the latest update. When trying to leave the bestiary (regardless from which discovered or undiscovered entry), no matter on which map, the screen gets stuck in an endless "Now Loading..." animation (no error message, just a loading loop). As I said, this only happens after I've entered Cradalios Canyon for the first time, but the loading loop occurs on every map, not only in Cradalios Canyon. If it helps, you can tell me your e-mail address so that I can send you my latest save file. I guess I'll use the bestiary less frequently at least for a while. :D