penalty for repeatedly dieing/reviving without Angel Grailmake Kevin's intro "boss" beatable without dieing to avoid unfair death penaltypurpose for INNs after heal light; clears death penalty- expand effect of days; shouldn't be just a one-sided damage boost
- refine AI target selection; "closest alive hero" and "RNG, lol" are dumb/boring
exp bonus for party members that are lower than the leadersilence should block Lv1 techs as well- allow switching away from a hero that is casting
- increase cast time for MT'd spells over their ST choice; always-MT spells are to be excluded
- speed menu navigation up if possible
trap wheel speed should be relative to AGL and LEVEL; lower levels need less AGL to achive a "slow" wheel than high levelincrease exp bonus vs enemies of superior level, add small penalty to underlevelled enemiesadd same for goldre-evaluate crit mechanicsre-evaluate Lv1/2/3 tech damage- 65/25 bonus
HP steal % and cap by difficultyremove "survive with 1 HP while casting"
Todo - Items:
replace Balmunk-level weaponsreplace Krau Soles-level weaponsreplace duplicate Chibikko weaponreplace Levatein-level weapons- final class weapons
- (LATER) modify a couple "common" weapons to be a bit character specific
replace Protect Armor-level armorsreplace FireblazeGold Shield- all other shields, need new feature
Todo - Bosses:
Machine GolemsLugarGildervineFiegmundLandumberDangaardZable Fahr- Darkshine Knight
- Koren
Death JesterHeath- Jagan
- Bigeau
- Dragon Emperor
Dark Lich- Archdemon
Black Rabite
Todo - Regular Enemies:
- AI of most types, too much focus on physical
- minor stat tweaks
Todo - Allies:
- try to make them not behave like lemmings
- change starting level to 1
and add bonus exp for underlevelled allies - start AI already when player controlled Kevin transforms
Bugs (does not mean all will/can be fixed):
- absorbed regular attacks but heal and damage (essentially coming out as 0 damage)
- rare UI bug vs. Mispolm; so far only happened when a physical hit to hit at the exact same frame when poison bubble connects AND poisons.
might not be possible to fix rare chance/dumb conditions for bosses to target themselves- starting stats of party member are as level 1
- Shadow Zero fully heals each transformation
- status effect icon is not removed when the enemy transforms, while the effects are cleared
- game reset when loading a ghost ship event save
- controller issues (especially 3 player) during ghost ship event
- repeated application of snowman/sleep per regular attack causes very bad things to happen
- (max) HP display in the menu is not updated until you switch to a different screen; was never relevant in the base game as max HP was a constant value
- vanilla saves are barely compatible - not the intended way anyway
- the AI may go numb under unknown circumstances, often caused by AT mode/AI switch abuse; in extreme cases the enemy AI may be lost entirely for the rest of the battle
- 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
- between damage calculation and display is a short delay which can cause issues:
- Lv1 techs rarely do normal damage
- tech bar can drop to 0
- the Lv1 techs invulnerability frames may last longer than intended or not apply at all
- reflected spell damage can be altered by having a regular weapon attack hit in the frame after damage calcutation before the reflected damage is applied
- Lv1 techs rarely do normal damage
- if you pass Genova's room on the way out, it is skipped - necessary, otherwise an event blocks your exit until you beat Bill&Ben
- Lise Giant's Spear can not be put into storage - because that same variable is used for something else that handles the controller
- likewise Adamant Shields can't be put into storage because they share an id with garbage
plans deemed impossible:
- nothing yet/anymore
This post has been edited by Praetarius5018: A week ago