the_E_y_Es_o_0

Vagrant Story Rebalance Mod

110 posts in this topic

Have you used the newest 0.92? Yesterday we had 3 versions flying around one after another :D

Also, make quadruple sure you're isntalling on a fresh unmodded .bin file.

Edited by KarotConCarne
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Just tested the fight and the chest. Both seem to work.  Thank you very much for addressing this super quick. 

 

You're awesome.

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16 minutes ago, mooses8d said:

Just tested the fight and the chest. Both seem to work.  Thank you very much for addressing this super quick. 

 

You're awesome.

Thanks. I have my moments. ^_^ 

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A little progress update, and my plans for the mod in the near future:

Yesterday I finished rebalancing Guildenstern, so all 1st play content is done. For the New Game+ areas, I had already rebalanced the normal enemies, which means there's only the bosses of Forgotten Pathway, Snowfly Forest East and IMB2 left to do. That brings me to the point I want to address: while the Rebalance mod is nearly complete, its sucessor, Zenith, is still at its infancy. So my intention is, when I finish Rebalance, I'll release Zenith instead.

I'll explain. The main fact is the newborn Zenith is already head and shoulders above the latest version of Rebalance. TBH, it makes the latter look a bit ridiculous.

What are the differences between the two? The focus of Zenith is on world building, namely the addition of enemies and encounters to all areas, and transforming them over time. Like the old saying goes, you never step in the same river twice. All this I had mentioned already in the original thread at gamefaqs. What I hadn't mentioned is that the mod also includes a new rebalance of spells, two-handed weapons and Break Arts, the removal of the enemies' "thought bubble", and a number of miscellaneous changes I can't possibly list here. It also does away with the noobishness that's still found in Rebalance. Like having Last Crusaders all over the place, or bosses with super-immunities -- typical bad design by someone who was besottted with what he could do, not minding if he should.

In short, one of the reasons for moving onto Zenith is the improvement in design quality. But most importantly for me, it's also much more organized internally (in terms of data), which makes a world of difference when modifying it. Valendian's teachings really paid off in this aspect; now I have a much better platform to work with. It's probably the main reason I want to perform this upgrade.

Finally, there is the question of timeframe. You might be wondering, why not finish the new mod before releasing it? The truth is, considering the workload required to give one area the "Zenith treatment", it will take approximately 2 years minimum to get even close to completion. That's assuming I can work on it every day. To be fair I'm surprised myself with how high my standards got, and how far I can run with this idea.

As for the present state of Zenith, I'll discuss it when it's time to release it. Which means Soon™.

 

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I am so pumped. This is the most magical news ever.

 

I'm happy to playtest whenever you need someone to playtest something. :)

 

Thank you for being awesome.

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17 hours ago, blackcat777 said:

I'm happy to playtest whenever you need someone to playtest something. :)

Good to hear. There will be a workbuild prior to release, I'll send it your way when the time comes.

Thanks to all you guys for the testing and continued support.

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Not sure if this is due to the mod, but I currently cannot combine two Mjolnirs to form a Griever, oddly enough. 

SLUS_010.40_12032019_014850_0445.png

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Posted (edited)

6 hours ago, Jazz-Man said:

Not sure if this is due to the mod, but I currently cannot combine two Mjolnirs to form a Griever, oddly enough. 

SLUS_010.40_12032019_014850_0445.png

Yes, that's intentional. I changed a few of the combinations, sometimes to enable upgrades, sometimes to disable them. In this case, you'll have to acquire a Griever from an enemy in the field. Barring that, you can also use lateral combinations with other weapon categories to somehow produce a Griever. I did the same thing with the Double Blade; you can no longer forge it with the Balbriggan + Sabre Halberd combination. The reason for these changes was the new power level of those weapons -- considering how early (and easily) you could make them, they obsoleted other weapons before they really should, and threw a wrench in the balance of things.

OTOH, I enabled some early upgrades that weren't possible in the original. Examples:

Wizard Staff + Clergy Rod = Summoner Baton (previously Wizard Staff)

Spear + Glaive = Scorpion (previously Spear)

Etc. The next update will include similar changes, such as Guisarme + Large Crescent = Sabre Halberd (previously Guisarme). Even so, I don't intend to rework too much of the combinations; just make things more fun and balanced overall.

Edited by the_E_y_Es_o_0
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