So today I got around to the first huge group of feedback for TOTL and have whittled my way through the complaints and errors that were pointed out slowly fixing each issue. Now before the game begins after starting a new game, you'll be given the option to do a few things to alter the game's mechanics a bit. Among these are: Skipping the historical intro, hiding NPC labelling, and hiding the arrow guides. There were several people who thought the defaults on these were problematic and not in tuned to their playstyle. (Even though the arrow guides are actually very in tune with the lore of the game, I went ahead and added the option to remove those too for all those hardcore RPG players who want to find things on their own!) So now, you can switch all of those to off and be able to play it much like the classic RPGs that never had such things heh. (There's also an option to turn them back on by simply visiting an inn or HQ (guild type) building and activating the red orb.)
Along with that, I've fixed many dialogue errors that were pointed out and some scenes where Lumi wasn't in the party but spoke as if she were. (Still haven't figured out what causes the black bordering that covers the Kawajack Ranch map in certain areas when you're not close to them though). Many other "grammatical" errors that were pointed out are actually intended heh. Magik is not Magic in this game, Tekniques aren't Techniques, and Artz aren't Arts xP. Those are intentional (for anyone about to report those as errors lol). They're like that to fit in with the lore of the game. Magik has come from the Lumminai which are mysterious in nature, and the people of Oricai have come to believe they hold Tek (Technology) that's able to create the magik effects (thus Magi-K instead of magic). Same goes for Tekniques (they believe these abilities are Tek enhanced abilities and not normal for physical people to do alone, so not Techniques, but Tekniques xP). Artz are just Artz cause I like that route better lol.
In addition, I've added icons to each of the elements and "types" in the game so these should show up on anything relating to those now. I've also fixed the "free tools" bug (again....as this was something I fixed before the corruption issue) and changed the name of a couple of those currencies that will be used in certain things later.
Finally, I've taken the advice of Drifty, and added in the plugin that will stop events from moving when an event is activated by the player (to prevent the player from being ambushed immediately after triggering a dialogue simply because they can't move away from the encounter). I also added in the item to skip the "random" encounters in the dungeons....as....so....many....people....have.....complained....about....(over 100 so far....). This item is an equip so if they use it, they'll not have any "random encounters" but the "on map" encounters will not be effected by it, and they'll also be using up an equip slot that can hinder their gameplay later so it balances it out some. NOTE: by making use of this, your party will be extremely likely to become underlevelled and have difficulties at bosses and elite enemies. I refuse to scale those enemies to the players who will use this item as it's not how I intend for the game to be played myself, but I allow the option to skip them because so many have requested it so it's now possible.
There's another thing too. Each of the equipment types will now have a set specific role to play in the characters' development, and they will effect the majority of the stats including elemental specific resistances. Some will only give skills, others will only have special effects tied to them such as anti-ailments or double drop rates, etc. I want each piece of equipment to be unique in every way and that is exactly how it will be from here out! Begin the phase of revamping all items to fit the initial idea I want to go with!