Emmy
Reputation: 1556
Excellent
- Group:
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- 958 (0.97 per day)
- Joined:
- 13-August 14
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- 4 hours ago
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My Information
- Member Title:
- Creator of Monster Tactics
- Age:
- Age Unknown
- Birthday:
- Birthday Unknown
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Posts I've Made
-
In Topic: Videos
A day ago
Oops. Will be fixed in next version. -
In Topic: Videos
4 days ago
Green Wind is supposed to heal MP. This was just bad hex addition on my end. Will be fixed next version.
Also nice job on the DD stuff -
In Topic: Updates! (Version 2.00)
A week ago
Version 2.51a - I discovered a bug that caused about 1/3 of my r/s/m abilities to not work. This version is to fix that bug.
This version also comes with a new battle (Volcano 2) and some easter eggs, since it was the Easter version... -
In Topic: Videos
A week ago
Looking at it, the only explanation I can give is because it hits randomly. The ai has a chance to not use it when it otherwise might be considered, since it's flagged to be used randomly.
Nothing is going to be *that* expensive. I'm thinking 5000 (since that's what any individual battle gives you). Masamune buyable after Zalbag, Chiri buyable after Bervenia Volcano 2 (will be in the next version). This'll make it so you can't miss hitting the variable, and that's quite late into the game. Money not mattering much is on purpose. In earlier versions of the game, I had items that cost a bit more than they did in vanilla, thinking there's only 2 people to equip. Anyway what happened with this is people either never experimented because they didn't want to grind to buy more items or they grinded excessively for the money to buy items on each upgrade to the shop; neither outcome is desired. But with low prices, people buy more items and are more likely to be able to come up with a strategy on the fly as a result. The amount of money given out each battle is now actually decreased from vanilla's formula since it's a flat rate, but prices are low enough this doesn't matter.
The reason they never ended up getting set free that fight for you is because you're too good. My winning test of that battle, one managed to get set free. However, this concept could be extended towards a faster remedy user (13 effective speed or faster) on a larger map with more statues, and it'll be a lot harder. -
In Topic: Videos
A week ago
Yay! Finally someone else to take on the deep dungeon... Definitely considering making the final 2 katanas available in shops (either before ch 4 end sequence or somewhere in ch 5). Farming those things from extra battles doesn't take skill, and it's not like the last part of the game lacks in difficulty overall. They are powerful enough effects though that I wouldn't want it to be easily spammable before the later part of the game.
Do you have any ideas for types of things you'd like to see in battles that you haven't yet? Formations, new abilities, etc?
Comments
Drifterx
26 Jun 2016 - 02:27Laith
20 Jan 2016 - 15:12