Seiken Densetsu 3 Sin of Mana - Discussion
#2201
12 March 2017 - 02:50 PM
If so, yes that comes later.
#2202
13 March 2017 - 04:45 PM
#2203
13 March 2017 - 10:53 PM
#2204
13 March 2017 - 11:36 PM
Kei, on 13 March 2017 - 04:45 PM, said:
they are unchanged, and what makes counter even remotely sane
Valenhil, on 13 March 2017 - 10:53 PM, said:
skills_consumables.xls, traps tab
well, internally traps are (mostly) just special types of spells, so...
#2205
15 March 2017 - 09:52 PM
Also, now whenever there is a third line in a dialogue box, the bottom of it gets a cut going across it.
#2206
15 March 2017 - 10:14 PM
seems to happen at any time, be it mid-battle, immediately after battle, etc
playing hawkeye (ninja), duran (knight) and carlie (enchantress)
plz help, PRAETARIUS ;_;
#2207
15 March 2017 - 10:23 PM
overall we're loving the update, esp the "hold A to hit hard" and weapon recharge times, we have no desire to go back
However, having a ton of trouble with the new patch crashing in Bucca Island. We repatched over v0.815 around Bucca Island and it started getting messed up
Essentially, after a spell, the screen goes black and we gotta reset.
Either on the island or in the Seadweller's cave. We skipped a ton of petrification enemies, went into the cave, got bodied, came back out.... seems the game tends to crash haphazardly every few screens or so. Saw some posts in the thread about massive spellcasting being able to crash the game, but not much else. Anyone else?
Will post if I find a root cause in Square's code, but no promises
#2209
15 March 2017 - 11:35 PM
atwight, on 15 March 2017 - 10:14 PM, said:
for best results do save ingame on the old version, get a new rom, apply the patch to it and then load ingame (not savestates) in the new version.
never patch a new hack version over a rom with a an old version of this hack
Valenhil, on 15 March 2017 - 09:52 PM, said:
trap affects should be always active.
Valenhil, on 15 March 2017 - 09:52 PM, said:
ok, what.
I'll have to check the rest after work
#2210
16 March 2017 - 07:05 AM
#2211
16 March 2017 - 09:43 AM
- New trap frequency feels good again. Traps are using the correct damage formula but are not applying their new effects. Smoke still simply poisons you until map transition. Damage might still be too high.
- This.
- Game suddenly reset itself as I was heading back down from Rolate, but could not recreate it.
- Maybe remove reduced chance to crit from strong attack, to not discourage crit builds from using it. Swordmaster's final weapon ,as the extreme example.
- Yellow damage could be crits only. Can't L1 techs crit?
And some whining
- Fuck Armor Knights and their arbitrary Whirlwind Swords
- Genova still a lagfest, abused the shit out of that Undine Day. Bill&Ben took me 2 grails and they graciously deciding not to use MT Thunder Jutsu.
#2212
16 March 2017 - 11:33 AM
Valenhil, on 15 March 2017 - 09:52 PM, said:
hmpf... same as the entire day. Someone has a problem, asks me for help, but when I look at it, it just works. And immediatly breaks again the minute I leave the room.
I'll try again tomorrow...
Do all traps not work, or only certain ones?
Arrow should be easy to check with not getting TP.
Valenhil, on 15 March 2017 - 09:52 PM, said:
Is that on all text boxes?
I've failed to find any so far... which translation patch do you use?
Might be relevant.
budtz, on 16 March 2017 - 07:05 AM, said:
I at least narrowed it down to which part broke it, but it makes no sense - as usual with this game...
Valenhil, on 16 March 2017 - 09:43 AM, said:
No, no, don't worry, it will come back.
Probably 5 minutes of playtime after me posting.
Valenhil, on 16 March 2017 - 09:43 AM, said:
The thing with strong attack is, it gives an attack boost before defense - if your sanity can stomach it, there's a new folder with most relevant mechanics in the zip - I've had Duran hit with that non-crit as strong as a Lv1 tech or roughly 2x damage, reduced miss chance on top (if normally you'd miss on 70% you'll only miss on 35% now).
The intention is along the line of allowing differentiation between fighting styles not only by gear but also behaviour.
And to give alternatives to "just mash A until you can use your favorite tech level".
Do you go for potentially max DPS with normal hits or do you take the more stable strong attack (way less misses but less crits and longer time until you have your TP)?
Is your attack too low against the enemy's defense (ask Angela), well now there's an option, too.
Or a simple scenario of an enemy like Fiegmund running/warping out of range, you can give him a friendly good bye with a strong attack.
It is not meant to be strictly better.
With the new physical combat toys I kinda feel like I've "killed" magic, weird.
Valenhil, on 16 March 2017 - 09:43 AM, said:
Techs could never crit. Never will. Probably.
I wanted to have a notification so the player can differentiate between "just strong" enemies and those that abuse Lv1 techs. In short: yellow = damage won't get (randomly) higher, red = it still can get worse
I've had situations with boss edits where I simply couldn't tell, does he have 100% crit rate or are all his attacks Lv1 techs, did I accidently double attack power? Or are those disguised spells?
And well... I've only 4 colors to work with...
#2214
16 March 2017 - 11:47 AM
Also got that screenshot for the dialogue problem. It was not present in 0.815. I did upgrade and load an in-game save instead of a savestate, and every other aspect of the update other than these 2 are working perfectly.
Translation is Neil Corlett's 1.01. I wasn't even aware there were any other options.
Edit: Repatching a new file fixed the text, but not the traps.
#2215
16 March 2017 - 12:52 PM
Valenhil, on 16 March 2017 - 11:47 AM, said:
Great, which region? Might make a difference, for some tricks it certainly does...
You survived the trap damage, right?
Valenhil, on 16 March 2017 - 11:47 AM, said:
I wasn't sure, so I'd rather ask than assume I have the right one, find nothing and be totally wrong.
Valenhil, on 16 March 2017 - 11:47 AM, said:
Any idea what you did different than before?
Apart from that trap mistery, I still have a non-reproducible crash after getting hit by a Minos, damage underflow from a Dart spell and budtz graphic glitch.
Maybe Kanji and atwight's problem, depending on if they patched 0.850 directly on 0.815 (don't!!!) or not...
and if a clean patched game works.
#2216
16 March 2017 - 02:05 PM
I did nothing different, I have a folder with the translated Rom in a .zip. Every new version I extract everything to the folder, extract a new ROM, apply the new version, apply tough difficuly, and put it in my phone.
Folder goes all the way back to 0.355.
#2217
16 March 2017 - 02:38 PM
#2218
16 March 2017 - 02:43 PM
- v0.851
- fixed a bug in enemy "open to counterattack" logic that had undefined consequences, from glitches to crashes
- fixed spell damage underflow
as for trap effects... no idea yet, here it works
edit1:
wait... what difficulty do you play on? let me guess... normal?
did I put them there?
...yes I did put the new trap effects in the "tough or higher" tab [/fail]
edit 2:
so... I think I'll only need feedback from Kanji and atwight if it works with a freshly 851 patched rom and then... that was it already?
#2220
16 March 2017 - 03:10 PM
Sefie1999AD, on 16 March 2017 - 02:55 PM, said:
Trap DP and trap side effects are "tough or higher only", yes.
You'd have to fail 13 traps to get the equivalent of one death.
edit:
On normal no trap effects as (now) expected.
Tough and Hard give the side effects here; did you use the current tough patch from the zip or an older one?
This post has been edited by Praetarius5018: 16 March 2017 - 03:14 PM