Download is available in the first post of the main thread.
detailed changes list:
- enabled running in battle via B button
- tech usage moved to the Y button
- AT mode disabled
- enabled criticals; luck increases chance to land and decreases chance to receive criticals
- energy ball only increases chance to land critical by ~10% instead of setting to 50%
- removed 20 cap on derived luck value
- changed handling of hit & miss that should make impact of AGL more notable
final bosses are always missed with regular attacks- chance to hit is now increased by evade/2 instead of a flat +0
- altered damage formulas; defenses now work a bit better than a simple 1:1 damage reduction
- Lv2 & 3 techs now profit from saber spells and respect weakness, resistance and immunity
- single target and multi-target techs have different damage values
- removed the 60% / 90% bonus for using a spell on a class rank1 / rank2 target (stealth nerf to heal light!)
- altered equipment, final gear gives now x8.5 STR to attack and x8 VIT/INT/PIE to defenses instead of x15 and x14
- edited spell values, e.g. Jutsus now use AGL instead of INT
- heal light has now always a >0 cast time
- altered HP progression; by Lv99 you'll have about 870-950 HP instead of 999 by Lv60 for some heroes
- altered final stat caps, on average +50% over normal cap, e.g. Duelist can now gain up to 33 STR
- removed the disability to rise one stat on each level up to the max; e.g. you can now rise STR on Lvs 2-7 to reach max STR instead of waiting until Lv17
- changes to which class learns what spells
- removed cap on enemy stats that limits their non-HP value to Lv55
- increased enemy level progression; last enemies before your final boss cap at lv99 now
- altered a few enemy formations; including a few early options to grind class change items when enemies surpass Lv30
- removed the 999 HP base cap for regular enemies; Lv99 enemies can now reach 2-2,5k base health depending on type
- changed enemies base stats, originally every enemy except for Heath and Koren copied Riesz' stats; now more diversified over all 6 types
- adjusted a few enemy stats, including elements, money, exp and inflicted stats
- increased prices for certain items, like spell-replacements and revive
- Hawk and Kevin receive a damage penalty on their regular physical attacks, Hawk also receives a penalty on his spell damage
- some enemies have now a resistance/weakness/immunity/... to physical damage
- removed left-over status immunities on a few items, instead all final accessoires grant one resistance now
- altered attack up/down (de)buff in a way that attack bonus from saber spell and power up effect stack
- HP overflow by absorbed spells should no longer bring an enemy close to death, that means no longer dark spell on black rabites then light spell for easy kill
- fixed bug where Kevin's wolf attack bonus could be stacked to absurd levels
- fixed bug where Kevin would not get the increased attack from level up if he happened to be in wolf form at the time
known bugs that are now classified as features:
- 2nd and 3rd character start with way too high def until level up or re-equip - take it as a early-game bonus
known unfixed bugs:
- suddenly empty tech bar - the game might think you did the tech when someone else attacks
- the Lv1 techs invulnerability frames may last longer than intended or not apply at all
- the AI may go numb under unknown circumstances, often caused by AT mode/AI switch abuse
- if a petrify effect hits someone they take 50% damage, this can exceed the 999 damage cap which leads to strange damage numbers like "12MP" due to the way damage display is handled
- the map before the corobokkle forest grants the def up effect upon entering the map and leaving battle; this is required for the corobokkle town event to run at all
known potentially fixed bugs:
- rarely damage result is lower or wrong - sometimes a pointer can't be allocated during damage calculation because the original space is full (potentially fixed as of v0.130)
- rarely damage is "transferred", e.g. if Hawk uses a Lv1 tech and Kevin attacks at the same time all four hits may contain a random assignment of the two damage values, e.g. all 4 do Kevin's normal damage - possibly same bug as above (potentially fixed as of v0.130)
- Duran's shields don't grant elemental resistances - seriously who would even want Moon+Tree resistance on the Paladin's final shield? (fixed as of v0.200)
v0.102
- fixed exp gain from monsters on Lv55+; before it stagnated at value of Lv55
- fixed def progress of enemy; previously capped at 255 when it shouldn't
- fixed poison bubble, unless you consider Dark Lich hitting you with 999 damage with max def, mind up&down ok
v0.110
- new attack and defense tables for enemies
- increased effect of defense against physical attacks
- some enemy element edits
- small adjustments to enemy levels in desert, snowfield and the two forest
v0.125
- increased cap for defense with buff from 300 to 360
- increased base attack for Charlie's and Angela's weapons
- minor adjustments to enemy attack and defense
- minor adjustments to spell damage data; Lv2&3 spells were to weak in low levels
- small increases to post Lv-15 experience gain
- skill set changes
- Kevin/Dervish traded Life Booster with Lunatic and Ice Saber
- Kevin/Death Hand gains Dark Saber
- Kevin/God Hand gets Life Booster
- Charlie HolyBall upgrades to multi-target at 10 PIE
- Charlie/Priestess Heal Light upgrades to multi-target at 14 PIE
- Charlie/Enchantress gains Ghost
- Charlie/Necromancer gains Gremlin
- Charlie/EvilShaman gains Ghoul, Ghost and Ghost Road
- Duran/Paladin gets Anti-Magic
- Duran/Lord gets Speed Up* and Leaf Saber
- Kevin/Dervish traded Life Booster with Lunatic and Ice Saber
- Ghost Road displays in menu the text of Ghost summon, this is as good as it gets without breaking compatibility to translation patches...
v0.130
- Anti-Magic now affects immunities in addition to absorb and reflect; instead of simply clearing all three, they are now added to the simple resistance
- fixed issue where sell price was sometimes 30k+ for certain items; this was display only
- fixed issue with elemental sabers against enemies that resist physical where the elemental part was skipped
- fixed issue with multi-elemental spells where certain element/resistance combinations ignored a potential weakness
- upgraded weakness hitting spells; before you'd gain a +50%+38 flat damage increase, now it's strict double
- weapon attacks that hit a monster that is immune will now do 1/4 damage instead of a flat 1
- fix for "wrong" damage (issue from original); every weapon damage is temporarily saved in 9 "slots" on a per victim base, normally they are removed once the damage gets pulled from these slots, under random conditions they get not cleared. If all 9 are full the new damage is ignored and a lingering old damage was used instead.
v0.135
- enabled running in battle via B button
- tech usage moved to the Y button
- AT mode disabled
v0.138
- removed state change from enemies that inflict sleep, as that leads to out of memory crashs; this only affects normal attacks
- adjusted damage of items that emulate damage spells; generally about 20-25% stronger than using the spell normally
- fixed error where dealing a theoretical 2k+ damage leads to overflow, e.g. Lv99 caster with mind up throws light coin at a lv7 bat
v0.140
- Shell Hunter/chibikko'd enemies give now exp
- Shell Hunter/chibikko'd enemies have now less HP and defenses
- Kevin as God Hand now learns Saint Saber instead of Ice Saber
v0.150
- defense can now be increased past 300, above 270 growth is slowed down a bit
- further changes to hit chance routines
v0.200
- edited almost equipment, "strictly better" equipment should now not exist outside of the starter items that are the worst in all categories
- changed calculation of attack, defense and magic damage to compensate for lack of "strictly better" gear progression
- edited enemy stat progression to fit to the new system
- added special properties to equipment, e.g. armor that boosts magic damage or weapons that calculate attack from a different stat than STR
- added resistance and weaknesses to all heroes which may change on 1st class change and be countered or added by equipment; this includes light Duran's shields
- fixed bug where physical element spells required possession of all 8 spirits
- removed Hawk's penalty for spell damage
- minor alteration to calculation of critical damage
v0.203
- fixed issue where lampflower forest's flower's would change color during night
- added Lv2/3 tech damage up effect to certain head gear
v0.225
- changed light Hawks spell from AGL to LUCK, except poison bubble
- changed Evil Gate and Dark Force from INT to PIE
- Angela can now learn fireball with the light spirit, but still as fire element
- altered a few requirements to learn spells
- increased money gain
- added effect to one accessoire: 2x spellcost is taken from HP, no MP cost
- added effect to one weapon: steal mp from target
- fixed issue where some equippable items don't grant their intended spell power bonus
v0.250
- nerfed physical defense; damage in medium armor should be mostly unchanged, other types are less extreme than previously
- changed undead armor from medium-heavy to heavy
- increased capacity for consumable items from 9 to 20 per type
- dead heroes can now gain exp; level up is still only granted when alive
- prevent level up if hero has the necessary level to class change but not yet done so; e.g. Lvl up from 18 to 19 is only possible after class change, exp is still collected towards further levels
- increased exp gain for Lv15+
- altered prices of handaxe and dart
- fixed feature where heroes with 20 luck would get their luck maxed
- increased cap for evasion from 99 to 127
- grant bonus to evasion based on level; maximum bonus of +33% is achieved at Lv90
- capped effective evasion after attackers hit bonus at 90
- weakened wood elemental spells
- Runemaster can now correctly learn MT explode
v0.270
- certain enemies' normal attacks target a different defense than physical
- edited all shops
- all equipment -except shields- can now be used independant of chosen class path
- item shop in Deen sells (overpriced) items for class change
- small correction to enemy attack bonus
- increased potency of poison
- increased effect from HP steal
- removed random bonus of MP steal
- Lord Duran can no longer learn Leaf and Moon saber
- Bishop Charlie can now learn multi-target def-up
- various changes to Lise's spell lists
- changed attributes for alternate stat weapons
- disabled use of magic rope in three rooms of the dark castle that would otherwise lead to an unwinnable game if the player leaves before clearing them
- Oath Shield now only blocks silence+poison status
- Adamant Shield reduced from 20 to 10 evasion
- increased level of first Jewel Eater by 2
- altered stats of Lugar
- fixed level of Tzenker refight
- 2nd fix for feature where heroes with 20 luck would get their luck maxed
v0.271
- fixed Lv2/3 tech bonus from certain helms
v0.274
- fixed defense calculation after level up
- minor evade fix
- nerfed high base with low str factor weapon from break even at ~25 STR to ~22 STR
- added effects to 2 helms and 1 weapon
- fixed issue where boss repel/drain attributes were randomly dropped
v0.285
- undead armor can now heal normally out of battle; heal remains damaging during battle
- Lv2/3 tech bonus from item now scales with level instead of fixed bonus
- replaced effect of duplicate "cast from HP" accessoires with bonus to accuracy and evasion
- added effect to one helm: increased crit chance and damage
- added effect to one armor: inc. attack, hitrate, critrate, can't cast
- added effect to starter armor: exp gain for party increases
- fix for wrong defense after level up in battle
- fixed power up/down not working correctly for normal attacks
v0.286
- increased the attack cap of Kevin's wolfform from 370
v0.291
- instant-kill by petrify status halves exp gain from that enemy
- increased Dangaard's exp bonus, was 0 before
- fixed issue with def/m.def buffs not working correctly
- fixed issue where standing on certain tiles at battle end doesn't clear the battle-flag for undead armor
- fixed unintended damage cap of 499 for physical attacks
v0.300
- enemies give now more experience if they are two or more levels higher than the highest hero; the bonus increases with each additional level they have
- enemies may at most give the equivalent of a level 100 enemy in experience
- enemies do not give less experience to overlevelled parties
- tripled exp gain from Godbeasts
- increased exp gain from Golems, Bill/Ben, Lugar and Gildervine by about 20%
- increased exp gain from normal enemies Lv15+; around Lv20 +10% over previous, after Lv50 +40-50%
- increased enemy levels between earth cave and before god beasts, Gildervine now reaches Lv48 instead of 44
- adjusted/increased experience factor for several enemy types
- changed Dolan to give more exp but less money, inverse of Dangaard
- removed "no experience"-flag from black rabite
This post has been edited by Praetarius5018: 10 March 2015 - 10:36 AM