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Hello folks. I think I'll slowly start getting back to my new playthrough of this mod. I tried to patch the EFIGS file with the patch file I had created but it doesn't work. I might be late to notice that. It's only small line change with hex editor that's really easy to do though. To get Rinoa's Angel Wing power to 3x from 5x multiplier like I intended in this mod change the line 8D 04 80 to 8D 04 40 in offset 0x2E46C4. I'm unable to make the patch right now cause I don't have the original EFIGS file. I'd have to uninstall the game to get that and I don't wanna do it right now. The most important thing is that the main.zzz patched correctly.
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International Conference on Food Science and Technology
Guest posted a calendar event in Community Calendar
PAGES Conferences cordially invites you to its International Conference on Food Science and Technology (ICFST2025), a premier event focusing on the latest developments in the field of food science and technology which is going to be held in Frankfurt, Germany during September 04-06, 2025. It is a premier global event that brings together leading experts, researchers, industry professionals, and academics to explore the latest advancements in food science, technology, and innovation. The conference aims to foster cross-disciplinary collaboration and knowledge sharing to address the evolving challenges and opportunities in the food industry. With an emphasis on sustainability, food safety, novel food processing techniques, nutritional sciences, and emerging food trends, the event features a series of keynote speeches, panel discussions, technical sessions, and hands-on workshops. Participants will have the opportunity to engage with industry leaders and gain insights into cutting-edge research, technological breakthroughs, and the future of food production, distribution, and consumption. Held in one of the most dynamic cities in the world, Frankfurt offers the perfect backdrop for this influential conference, providing a unique blend of modern infrastructure, diverse culture, and a thriving food and hospitality sector. Join us for an enriching experience that promises to shape the future of food science!!! -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
I regret setting 'Pain Killer' to non-element. There should be payoff for using the Light element so v5.15 changes 'Pain Killer' to Light element making it heal Dark element more and Light less. Everything else stays the same. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello! I consider this an important patch. v5.10 adds health restoring effect to Margarete's 'Pain Killer' ability. In addition to curing all ailments like before now it heals for between 'Nourishing Potion's' good and perfect inputs. So if Zhuzhen misses his perfects it restores a bit more. 'Pain Killer' is now non-elemental ability making it restore equal amount of life to all characters where Zhuzhen's ability is Light restoring more to Dark element and less to Light. 'Pain Killer' now costs 40 MP and can also be used outside of battles. Yes, no more need to keep using those pesky Thera items while leveling Keith and Margarete. It's especially useful in the Dehuai fight where you need that 200 HP on Marge that Thera Seeds can't always accomplish. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Sorry for the patch bombardment. v4.95 lowers the cost of Seraphic Radiance's 'For The Children' ultimate spell from 200 MP to 160 MP. It's cause I upped 'For Tomorrow' before and that ability heals party where 'For The Children' doesn't. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hey again. v4.90 is a fine tuning patch for couple of character spells. Margarete's 'On Switch' power increased and Keith's 'Larva' power decreased. Now they both go with x 1.5 multiplier like Halley's 'Shock Max'. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Another small patch. I think I had overtuned the 4 Masks a bit. v4.85 lowers their strength and magic the way they're meant to be fought in Nemeton Monastery Ruins after Alice gets her Arc at lvl 63. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello people and thanks for all the downloads of my mods all these years. It means a lot to me <3 v4.75 is a small patch that makes characters learn their element Edge skills 1 level sooner. With this change Zhuzhen gets his Fire Edge at lvl 8 instead of level 9 when Water Yamaraja has already been beaten… Duh I shouldve made this change way sooner. Oh well better late than never. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello! An Exp & Cash rewards balancing update. v4.70 reduces the Exp & Cash of Nemeton Ruins random encounter enemies by a bit to make up for increased Rausan and Olga Exp. Doll House enemies Exp & Cash decreased by a bit as well. Cave Temple and Ancient Ruins enemies Exp & Cash increased. The Float enemies Exp & Cash decreased a bit except 'Emptiness' enemy which gets Exp & Cash boost. I made the changes looking at each enemy individually, for example in Doll House now 'Spanky' is 5x Exp, 'Ghoul' 6x and 'Ghouler' 7x. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Forgot to mention the drains are dark element, so they work best vs light element enemy and worst on dark. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello again, it's time for an important patch for sh1! I've made several changes for v4.50. The biggest being the dark element fusion monsters. Before they had the MP draining ability. But this combats against challenge making the enemies lose MP. In SH1 enemies can run out of MP forcing them to abandon MP abilities and using physicals only. v4.50 changes these MP draining abilities into HP drains. Death Emperor's new ability is called 'Life Drain' costing 50 MP draining small amount of HP, Charon's 'Vampiric Pillage' costing 100 MP draining medium amount of HP and Czernobog's 'The Great Feast' costing 150 MP draining large amount of HP. These abilities cost lots of MP but I've tested them and they're on line with the other fusions. Dark element fusions are powerful forms that deal good physical damage, have magic buff and take more healing from Light element magic. With these changes Czernobog can be used all the way to the final boss as an option to the other fusions. I've also done some fine tuning on several bosses: Beast Dog, Yamaraja: Wind & Olga 2 HP up a bit. Orphanage bosses, Mental Hospital bosses & Nemeton bosses HP and agility up a bit. Another small change: Badger Devil stats, Exp & Cash rewards down to go better with the game dialogue. -
• Magic skills are now less common outside of forced intervals, particularly for might heroes • Air Magic is now the least common element for Fortress (instead of Fire) • Witch starting skill now Water or Air Magic (instead of Resistance) • Druid starting skill now Resistance (instead of Earth Magic) • Skills that cannot be learned by certain classes are now much more limited • Several classes now have different secondary (non-starting) major skills: Undertaker Sailing (was Necromancy) Warlock Fire Magic (was Wisdom) Battlemage Sorcery (was Fire Magic) Witch Wisdom (was Learning) Mystic(*) (All)Magic (was Sorcery) (*Renamed from Sorcerer since Sorcery is no longer a major skill but Mysticism is) • Changed the skill specialties of several heroes: Thane (Tower) Resistance (replaces Tactics) Quinn (Inferno) Logistics (replaces Agatha as a Resistance specialist) Jasmine (Dungeon) Tactics (replaces Logistics) Lilith (Inferno) Luck (was Quinn's specialty) Ragnar (Inferno) Devils (was Lilith's specialty) Kaine (Inferno) Imps (was Ragnar's specialty) Agatha (Inferno) Mysticism (was Kaine's specialty) • Lowered lv.7 unit specialist speed bonus from +2 to +1 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists: Melodia (Rampart) Cure (replaces Haste) Solomon (Tower) Weakness (replaces Enslave) Daremyth (Tower) Haste (replaces Fate) Thant (Necropolis) Slow (replaces Toxic Cloud) Alamar (Dungeon) Harm (replaces Enslave) Branwen (Fortress) Slow (replaces Enslave) Deneb (Fortress) Cure (replaces Bless) Jasper (Conflux) Slow (replaces Stoneskin) • Harm spell specialty reverted to double damage as in the original game rather than +50% damage • Several minor changes to hero starting spells ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells ---> No heroes start with a 3rd-level spell except for Vey (Stronghold) • Wisdom now allows additional spellcasts each round instead of gating high-level spells ---> Each spell must be of a different element; Master Wisdom allows all four ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert ---> Wisdom no longer follows the "must be offered every (X) levels" rule ---> Switched to use former Scholar GFX • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them ---> All random units can offer to join unless set to maximum aggression ---> Aggression multiplies the cost of join offers; most randoms will have 3-7 ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression ---> "Sympathy" mechanic removed (no bonus for having the unit in your army) • First Aid no longer increases unit health and solely affects the performance of the tent ---> Basic First Aid allows the tent to remove physical statuses ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum) ---> Master level allows the tent to act twice per round • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas) ---> Ballista damage calculation now uses hero level instead of attack ---> The Ballista now has the correct Attack value of 10 (was 5) • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each • The health of war machines now scales with hero level (20 * lv. for all of them) • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect ~~~AI behavior needs programmed • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x • Resistance now defends against Killer Breath (see below) ~~~bug: the player is not informed when this happens as with other statuses/effects • Renamed several units & unit abilities: Elite Centaur -> Centaurian War Unicorn -> Magic Unicorn Boss Gremlin -> Gremlin Engineer Djinni -> Noble Efreet Gorgon -> Taurus Disembowel -> Killer Breath Aging -> Wither • Reworked the roles of the four upgraded elemental avatars ---> Magma Avatars are now ranged attackers instead of Ice Avatars ---> Ice Avatars now have the highest defense and health ---> Energy Avatars now have the highest attack and speed ---> Both ranged and melee attacks from upgraded avatars are now dual-element • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units: Paladins: +2 Morale Archdemons: +2 Luck Ghost Dragons: -2 Morale Gold Dragons: 50% Status Resistance (replaces Unicorn ability) Mind Avatars: O-Mind Magic Avatars: O-Magic 3/4 • Raised basic unit status resistance from 20% to 25% and added 75% status resistance ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20% ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability) ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their status resistance/aura • Gremlins and Gremlin Engineers now deal double damage to enemy war machines • Gremlin Engineers can now repair war machines by hitting them and are no longer ranged attackers ---> The amount of damage repaired is equal to 1 per Gremlin in stack • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot) • The poison status now deals damage over time instead of reducing maximum health ---> Naga Queens can now set poison instead of retaliating twice • The petrify status now reduces all damage by 75% instead of just physical damage • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged) ---> Devils/Archdevils can now set disease • Moved inherent Pain Reflection from Archdevils back to Noble Efreet ---> Noble Efreet no longer lower target's defense (as Sunray) • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status) • Added several new damage bonuses to certain units ---> Gremlins/Gremlin Engineers now deal double damage to war machines ---> Troglodyte Soldiers now deal +25% damage if their morale is higher than foe's ---> Gnoll Marauders now deal +25% damage with initiating attacks (replacing no foe retaliation) • Adjusted the shot count of several units ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla) ---> Orc Warriors now have 2 shots instead of 1 ---> Storm and Magma Avatars now have 4 shots instead of 12 ---> All other units with elemental shots now have 8 instead of 12 • Raised the defense bonus for the Defend command from 20% to 25% • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers: ...no longer ignore the "enemy can't retaliate" ability ...no longer incorrectly allow more retaliations on lethal strikes ~~~Rework rebirth mechanic (Bonewalkers and Phoenixes) • Skeletons now have the correct growth rate (16 instead of 12) ~~~Fixed a bug with AI heroes sometimes having empty Zombie stacks • Raised Medusa growth rate (4 -> 5) • The Minotaur King "Enrage" ability now triggers after any attack regardless of lethality • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3) • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66% • Fire Avatars no longer possess the "Flying" ability (as in the original game) • Enchanters now cast Bless in place of Cure • Fairy Dragon spell mastery from unskilled to expert (as in vanilla) • Slightly adjusted cost of many units Griffins 200 (was 150) --------------------------------- Battle Dwarves 175 (was 150) Elves 200 (was 150) Dendroids 350 (was 300) --------------------------------- Mage 350 (was 300) Archmage 450 (was 400) Genie 400 (was 450) --------------------------------- Gog 125 (was 100) Magog 175 (was 150) Noble Efreeti 1100 (was 1200) --------------------------------- Vampire 350 (was 300) Power Lich 750 (was 700) --------------------------------- Evil Eye 200 (was 150) Minotaur 450 (was 500) Minotaur King 600 (was 750) Scorpicore 1300 (was 1350) --------------------------------- Wolf 100 (was 125) Black Wolf 175 (was 200) Roc 450 (was 400) Thunderbird 700 (was 600) • Several spells have reduced effectiveness due to the above-mentioned skill changes ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks) ---> Haste now caps at +2 speed (+3 for specialists) ---> Slow now caps at 33% reduction (50% for specialists) ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack ---> Cure now removes physical statuses only at basic level and is no longer mass effect ---> Berserk radius reverted to cap at 2 hexes • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells • Renamed/reworked several spells, reverting some confusing name changes: Fear (AKA Blind) -> (now a physical status, no longer a spell) Despair (AKA Sorrow) -> Fear Chaos (AKA Berserk) -> Berserk Berserk (AKA Frenzy) -> Flamestrike (see below) Meteor Strike -> Meteor Shower (back to its original name) • The effects of the Wizard Eye spell now persist until the end of turn ---> Now also shows treasure chests (on land only) ~~~and other objects of interest ---> Redundant (extra) castings will no longer cost SP • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn ---> Same redundant casting protection as Wizard Eye • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell) ---> Also has new SFX as Fortune's old SFX is now used by Torchlight • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact ---> Basic Earth magic: hero may be re-hired from your capital city ---> Expert Earth magic: hero may be re-hired from any town ---> Master Earth magic: hero may be re-hired from any tavern, including external ones ~~~the AI will treat this spell as Town Portal • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.) • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit • Fly now halves the movement penalty for rough terrain rather than eliminating it • Warp now marks a hero's location on the map and will return them to that position when cast again ~~~needs additional SFX • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat ---> Repairing destroyed war machines requires Earth Magic • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative ---> Raised magnitude from 3/6 to 4/8 ---> Changed specialty bonus from +6 to +(target unit lv.) • Dispel now removes all non-physical statuses from all units on the battlefield at basic level ---> Expert Air Magic: selective status removal from allied units (negative only) ---> Master Air Magic: selective status removal from enemy units (positive only) ~~~to get rid of cloned units • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells ---> O-Magic now also resists magical statuses in addition to reducing damage ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect) • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns ---> Clone is now a 3rd-level spell, taking the place of Enslave • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living) ---> Formula now adds magic power to # of units (2x at master) instead of unit health • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks • Purify is now single-target and kills a set percentage of units in addition to dealing damage ---> Now uses old Prayer animation and has new SFX • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units ---> Now uses old Acid Breath animation (swapped with Minotaur King enrage ability) • Meteor Shower now deals half damage to units outside of the central/target hex • Armageddon damage is now halved by O-Fire instead of ignoring it completely • Lowered magnitude of Elemental Summon spells from 10x to 5x • Fire Wall now correctly displays damage on right-click • The Stoneskin spell is no longer effective on war machines ---> Spell descriptions are now more clear about what will and will not work on war machines • Redesigned the spellbook layout and behavior to look better and be easier to read ---> Adventure spells are now grayed out/disabled when in combat and vise versa ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out • Overhauled the odds of spells appearing in mage guilds: ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%) ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library) • Tower's Magic Library now sells scrolls for lv.1-3 spells • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade ---> Swapped the resource costs of the portal with the Mana Vortex ~~~AI behavior needs programmed • Necropolis's Death Machine now gives the correct results for Archers, Griffins, & Swordsmen ~~~TBD: more unique results • The Rampart & Inferno grails now correctly give +3 luck instead of +2 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing • Changed the Blacksmith contents of several towns: ---> Castle -> First Aid Tent (instead of Ballista) ---> Tower -> Ballista (instead of Ammo Cart) ---> Inferno -> Ammo Cart (instead of Ballista) ---> Conflux -> Catapult only (instead of First Aid Tent) • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines • Overhauled the handling of heroes in taverns, making several improvements ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time ---> Fixed a bug that would sometimes lead to no heroes being available to hire • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns ---> the tavern tip is now always the same on day 1 (reminding players about right-click info) ---> information for AI-only players (not human playable) is no longer displayed • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource • Changed the amount of starting gold and resources for AI players on certain settings ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000) ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000) ---> AI players now start with 1 of each rare resource on Very Easy instead of 0 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts) Magician's Hat (+1 magic/knowledge instead of +2 magic) Helm of Chaos (+1 knowledge instead of magic) Crown of the Magi (+5 magic & +1 knowledge) Tunic of the Magus ("") • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts • The Elixir of Life artifacts now boost health by a percentage instead of a static value • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses • Changed the special effect of several combination artifacts ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs ---> Soulbinder (formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind ---> Armageddon's Blade no longer subtracts the defense of its components ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output • Raised experience values for artifacts at Rebel Camps Lv. 1 1500 (was 1000) Lv. 2 4000 (was 3000) Lv. 3 7500 (was 6000) Lv. 4 15000 (was 10000) • Reduced terrain penalty for Sand from 1.6x to 1.4x • ~~~TBD: battlefield obstacles to be properly randomized instead of based on map coordinates • Elemental terrain now halves the SP costs instead of reducing them to the spell level • Increased the gold/resource rewards for all creature banks • Increased the gold from Warrior Tombs to 4000-6000 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience • Pyramids now contain a random 4th-level artifact instead of gold • ~~~various map objects are now approachable from more angles ~~~whirlpools to only one active tile • ~~~bugfix: two-way portals can no longer break if there are more than two of any one type • Owned external dwellings now show population on right-click and no longer provide town growth bonuses • The "split stack" button in town now initiates a trade if a hero is selected (and two are present) • The "fort" button on the town screen now opens up the town defense (unit comparison) screen ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining ---> Repositioned the Sleep, Dig, and Quest Log buttons on the adventure screen interface • The middle mouse click no longer has any effect (instead of replaying current player turn) • The unit info combat options no longer affect the display of hero data or damage in the status bar ---> it is no longer possible to turn off the in-battle hero info display by any means ~~~this will be changed to a default movement shadow on hover • Added a blank line between turns in battle logs for easier reading • AI-only teams are no longer shown on the game setup or scenario info screens • Removed the menu bar from the game window • ~~~TBD: left-clicking on hero skills to offer a sort option • ~~~TBD: replace quest log button in hero and trade screens with a "sort artifact" button • ~~~TBD: replace video quality option in configuration • ~~~TBD: change sorting order of victory conditions in map selection screen • ~~~TBD: final printme page needs updated • Several minor bugfixes ~~~fixed a display bug with large luck/morale icons(?) ~~~Arenas now correctly have additional right-click info text ~~~Magic Springs are no longer mislabeled as wells in their popup message ~~~sorting skills in the hero screen (Alt-click) no longer exits the hero screen when in town ---> clicking hero's spell point total in kingdom overview no longer displays a maximum of 0 • Added several new sound effects to the game ---> When purchasing units, spells/scrolls, or war machines ---> When making deals at marketplaces, black markets/~~~artifact traders, or mercenary guilds ---> When obtaining gold on the map (as opposed to other resources) ---> When entering/exiting the Mage Guild/Blacksmith ---> When opening/closing the spellbook ---> When aborting/failing a spellcast ---> When an external blacksmith repairs your broken war machines ---> When casting the Clone spell (SFX existed, but never played correctly) • Overhauled how animation speed settings are handled in combat (should result in smoother animation) • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis ---> Swapped the portraits for Styg and Voy • Added two new maps: Bullseye & War of the Magi ---> Bullseye: Medium, target-shaped/maze-style arena with heavy focus on randomness ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win • Several major changes to Dragon Quest mostly due to above changes ---> Spells can no longer be purchased from mage guilds; added more scrolls ---> Elemental magic skills are now only learnable through quests ---> Wisdom may be learned by anyone (only Brey starts with it) ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield) ---> Cristo now learns Clone as Surround instead of Weakness ---> Nara is now a Witch instead of a Druid (spell specialty: Slow) ---> Moved the two earliest spell teachers (for Cristo and Nara) further back ---> Removed all of the skill teachers except those for Sailing and Diplomacy ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him) ---> Zenithia is no longer guraded by a single Angel (just the event battle prior) ---> The shopkeeper at Endor now has a proper accent ---> ~~~TBD: scrolls for Harm/Haste/Zoom/Enslave ---> ~~~statue arms to be replaced with identical artifact that does nothing • Made many changes to other existing maps, some based on above changes ---> Most unowned towns and garrisons have more/a wider variety of guards ---> Banned the Fly spell in Desert Storm as in other small maps ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list) ---> Added guards to the second keymaster tents in Adventure Island ---> Added an external Blacksmith and Black Market to Adventure Island ---> Add Recall shrines to the player starting zones in Shadow Monopoly ---> Reworked the starting and third-zone quests in Shadow Monopoly ---> Added guards to the "be hero" quest huts in Zerg Rush ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb) ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8 ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory) ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land ---> ~~~TBD: add Castle <-> Inferno portal/shortcut in Zerg Rush ---> ~~~TBD: add spoiler faction to Shadow Monopoly ---> ~~~TBD: add prison to World of Ruin ---> Removed "Allied Maps" folder
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Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello again peeps, it's another patch for Imbroglio. It was bothering me that Drain Touch remained unused with Keith already having Blood Sucker learned when you get him. So now Drain Touch is as powerful as Blood Sucker was before and you will learn Blood Sucker as a more powerful version at lvl 50. Drain Touch costs 40 MP and Blood Sucker 80. Keith's Larva power increased the way it is a bit more powerful than Blood Sucker. Another change is Halley's 120MP costing ultimate power increased to make up for being single target spell. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello! It seems I lowered the exp and cash of the enemies of Blue Castle a bit too much in previous update. v4.10 ups them a bit. Kuihai Tower enemies get a raise as well to contrast this change since they're connected. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
New Shadow Hearts update. I noticed I had set random encounter enemy exp and cash grant too high so v4.00 lowers it starting from Shanghai onwards until Mental Hospital. After that everything remains the same as before. This should add some levelling accomplishment feeling so rewards aren't coming too hard on conveyor belt. -
Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
After playing through the beginning I felt like update was in place. v3.80 ups the exp and cash amounts from the bosses before Shanghai. I wonder why I hadn't done that before but it's fixed with this patch. I'll continue through the rest of the game to see if there's more things to fix. I suspect very little is off with this mod the way it stands at this point though. -
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It's been a while since I've been updating this mod but I felt like I needed to change 1 thing at this point. v7.65 increases 'Meltdown' power. It now deals about twice the amount of character's basic attack. I've had my Shadow Hearts gear on for a while but I'll be continuing ff8 at some point to see if there's more things to change.
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Shadow Hearts: Covenant NTSC - Godslayer v9.05
zedorfed66 replied to zedorfed66's topic in Development Discussion
Last but not least: v9.05 ups the cash rewards of Takemikazuchi and Takaokami. These are considered squishy enemies but since in final dungeon their hp is upped so much I feel it's better they go with tank and semi-tank cash formula which is exp multiplier x 1.5. -
Shadow Hearts: Covenant NTSC - Godslayer v9.05
zedorfed66 replied to zedorfed66's topic in Development Discussion
Supermegaultra fast update! v9.00 makes Extract items and Third Keys cost 3x the og amount instead of 5x from before. I think it's better this way. -
Shadow Hearts: Covenant NTSC - Godslayer v9.05
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello! This might be the last patch for Covenant since I've tested everything at this point including the final boss. v8.95 doubles the amount of soul power from final dungeon enemies from previous patch making them give approx. 72 a battle. Other changes: - King Solomon's str decreased slightly - Peach Bat's hp and agl increased I'll check some last things in final dungeon and if there's nothing else to add I start my fresh Shadow Hearts 1 run to see everything's sound in that mod. Might be a while before I make updates on that since it's supposed to be pretty complete mod. -
Shadow Hearts: Covenant NTSC - Godslayer v9.05
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello. Another short note about the sidequests. I just did some testing and looks like Dark Seraphim can be fought immediately after getting Kurando's best fusion. And the fusions don't even need to be maxed out either. I had all Yuri's elemental monsters and Kurando's both fusions at lvl 9 with only Amon and Neo Amon at lvl 10. And I believe he is also beatable immediately after Dog Shrine even if it feels a bit better after Orobas. And yes Third Keys at least are recommended in that cause of his heals. I say that here cause I mentioned in my last message that they should be saved for last dungeon bosses alone. What I Mention here are all just recommendations and I don't want to lead people astray either. I hope as many people are enjoying this mod as possible. -
Shadow Hearts: Covenant NTSC - Godslayer v9.05
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello fellow slayers. Just a little note of my playthrough progress. Looks like I'll have a little over 200 soul power left after I've beaten Orobas, King Solomon and leveled all fusions to max. So Dark Seraphim and Third Keys are meant for the final dungeon bosses since they have higher hp. I know raising the cost of Extracts and Third Keys can feel like much but you'll accumulate way more money with the upped amounts from random encounters. And I don't like the idea of having millions sitting in there just for show unless I've been doing extra leveling. Having Pedometer on with Tripled steps helps in getting those Mana Extracts for 500 which is a good save. I think I'll keep going with the rest of the sidequests and final dungeon to see everything's gucci. I'll also want to start new playthrough of SH1 and check up on things after I'm done with Covenant. Another one is FF8 which i'll also need to revisit at some point. -
Shadow Hearts: Covenant NTSC - Godslayer v9.05
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hello! Time for some more patchings. v8.85 changes Kurando's Star's Shadow healing skill. It now restores full hp, 200 mp and 20 sp to 1 ally. It just felt like too much mp costing full heal since the ailment cure at the point you get Kurando is kinda trivial. So now it doesn't cure ailments so there will be more usage for status restoring items and magic in late. Another change is Extract items and Third Keys now cost 5 x the og cash amount (same change I made in From the New World). Also I'm happy to see the soul amounts seem to be going just right. After beating Nemeton Underground you should have a bit over the amount to level all fusions to max to take on Dark Seraphim.