Posted August 24 · Report post Hello again with another small update. v7.55 drops Terada's strength and ups his agility a bit. This makes him less of a jank and his strength multiplier is now same as most other bosses on disc 2. Andre's (disc 1 boss) agility receives a small drop to reflect the stats of the other bosses to make it more complete. Share this post Link to post Share on other sites
Posted September 3 (edited) · Report post Z Edited September 3 by CeeLewis Share this post Link to post Share on other sites
Posted September 3 · Report post Hi, Zed! Thank you so much for working hard over the years in creating and updating this mod. I remember falling in love with this game years and years ago and it’s really cool seeing someone put the time in to make it a little tougher. I’m really happy that I came across @SirShaggy’s YouTube series and I plan on now playing this mod for the first time. Share this post Link to post Share on other sites
Posted September 3 · Report post 3 hours ago, CeeLewis said: Hi, Zed! Thank you so much for working hard over the years in creating and updating this mod. I remember falling in love with this game years and years ago and it’s really cool seeing someone put the time in to make it a little tougher. I’m really happy that I came across @SirShaggy’s YouTube series and I plan on now playing this mod for the first time. Hello CeeLewis. Hope you'll have lots of fun with the increased difficulty! The descriptions of these mods can be a bit deceiving as these are actually ongoing mods and I'm updating them if I see something I want to change. I recently made changes to the soul power amounts and am currently on another playthrough to test it fully. Share this post Link to post Share on other sites
Posted September 3 · Report post 33 minutes ago, zedorfed66 said: Hello CeeLewis. Hope you'll have lots of fun with the increased difficulty! The descriptions of these mods can be a bit deceiving as these are actually ongoing mods and I'm updating them if I see something I want to change. I recently made changes to the soul power amounts and am currently on another playthrough to test it fully. I’m sure I will have a blast! Just from the few videos I watched on @SirShaggy’s channel I can tell I’ll actually have to use my brain a fair bit haha. Good to know! I know you have had many revisions throughout the years so I apologize if I’m asking old questions, but before I begin my playthrough, is there a recommended fusion unlock order for Yuri (and I guess Cornelia too)? I remember wayyy back in the day, I would just unlock the fire fusion and just energy charge cheese my way through everything haha. I’m assuming I won’t be able to do that with this mod. 🤣 I also saw you posted a recommended-level per area guide a few versions back. I’ll be using that as a general guide as well, unless you believe it needs updating? Share this post Link to post Share on other sites
Posted September 4 (edited) · Report post 6 hours ago, CeeLewis said: I’m sure I will have a blast! Just from the few videos I watched on @SirShaggy’s channel I can tell I’ll actually have to use my brain a fair bit haha. Good to know! I know you have had many revisions throughout the years so I apologize if I’m asking old questions, but before I begin my playthrough, is there a recommended fusion unlock order for Yuri (and I guess Cornelia too)? I remember wayyy back in the day, I would just unlock the fire fusion and just energy charge cheese my way through everything haha. I’m assuming I won’t be able to do that with this mod. 🤣 I also saw you posted a recommended-level per area guide a few versions back. I’ll be using that as a general guide as well, unless you believe it needs updating? Hello again! The recommended levels have changed a bit. Here they are: 2 Apoina Tower 4 Domremy 5 Ardennes Forest 8 Paris Subway 10 Wine Cellar 12 Rhondda Mine 14 Manmariana Island 16 S.G. Headquarters 18 Neam Ruins 21 St. Marguerite 24 Winter Palace 25 Mirror Palace 27 Gallery of the Dead 28 Hermitage 32 Idar Flamme 35 Apoina Tower 2 38 Battleship Mikasa 41 Otherworld 43 Nihonbashi 46 Hojo Research Lab 49 Purgatory 53 Immortal Mountain 56 Azabu Kamiyashiki 59 Queen's Garden 65 Tiffauges Castle 68 Doll House 74 Black Forest 79 Dog Shrine 89 Neam Ruins Underground 99 The Vessel Note that optional dungeons now give exponentially more exp with the newer updates. As for Cornelia dresses, the recommended order is Earth, Light, Fire, Water. It's recommended to pick up Earth fusion for Yuri first so he has protection vs the Ardennes boss. In Covenant when attacking enemies with basics only strength matters so Earth element is good with Yuri with it's good strength stat. I also like having Puera early so I can have the Raise Up magic. When facing bosses it's often good strat to pick same elements as the boss to minimize the damage taken. EDIT: forgot to mention the lvl 3 fusion battles are meant to be done in order: Before Idar Flamme bosses: Earth & Light. After Idar Flamme bosses: Dark. Before Mikasa boss: Water. Upon reaching Inugami Village: Fire. Before Queen's Garden boss: Wind. Edited September 4 by zedorfed66 Share this post Link to post Share on other sites
Posted September 5 · Report post v7.60 is a small update that lowers Towd's hp a bit (the tank enemy in Purgatory). It's one of those few enemies that don't go with same rule as the others. Share this post Link to post Share on other sites
Posted September 27 · Report post Hi again. v7.70 has few small changes: Tengu hp down and agl up a bit. Tengu exp and cash down. Mutant Snail agl up. Titanium Soldier hp down and agl up. I still have things to better in my covenant mod and am working on it as I go on my playthrough. I suspect bosses to be just right though, it's just some other stuff that may need attention. Most importantly I want to make the final dungeon a leveling spot for Dark Seraphim like I did for Tirawa in From the New World. Share this post Link to post Share on other sites
Posted September 28 · Report post It seems I nerfed Tengu's exp and cash amounts a bit too much in previous patch. With v7.75 they grant a bit more. Share this post Link to post Share on other sites
Posted October 4 · Report post Hello again. Here I release another patch for this mod. v8.00 has few changes that I'm gonna release now which I still need to test out but I think they're pretty much spot on: - Optional dungeon exp & cash down (For some reason Neam Underground dungeon enemies gave more exp than the 1st tier of final dungeon so this also takes care of that). - Amon & Neo Amon levelling requirements doubled. Jutendouji & Dark Seraphim levelling requirement tripled (this has to do with having to level up the final fusions in late game so the abundant soul energy isn't lying in inventory just for show). I'll be back with more updates if needed as I enter the optional content soon. Share this post Link to post Share on other sites
Posted October 5 · Report post Looks like the lvl 3 Wind element Fusion battle is very hard/impossible before the boss of Queen's Garden. The stats themselves align correctly which is why I don't want to change them. It's just the fact it uses Gale and Agility Down physical make it highly rng deal at lvl 59. I suggest trying that fusion fight at the end of next dungeon (Tiffauges Castle) instead if you're having hard time. Share this post Link to post Share on other sites
Posted October 6 · Report post v8.05 is mini patch that lowers the lvl 3 Wind fusion battle's strength and magic so it can be done at the end of Queen's Garden before the baby boss. Share this post Link to post Share on other sites
Posted October 10 · Report post Hello! v8.15 plays around the final dungeon enemies a bit. Since I lowered the exp of optional dungeons the final dungeon enemies need a bit adjusting. All final dungeon enemies gain more strength and magic. 1 shottable enemies gain a bit health and their agility is lowered. Tanks and semi tanks remain pretty much the same save for the upped offense. Share this post Link to post Share on other sites
Posted October 12 · Report post I'm sorry for making so many of these small patches. I wasn't completely happy with the changes to the final dungeon enemies. v8.20 ups squishy and semi tank enemies health to make them good in my vision for the final dungeon. The patch also ups those enemies exp & cash rewards accordingly. Full tank enemies remain untouched. Share this post Link to post Share on other sites
Posted October 13 · Report post Hello again! I've always thought of Karin as insignificant character gameplay wise so here is a patch for her. v8.30 doubles her personal skills' power making her important character instead of some middleroad redhead adventurer. Those skills cost slightly more mp now too cause of the power raise. I continue my way through optionals but I may need to do more than 1 run and change stuff if the soul power amounts don't align with my plans. Share this post Link to post Share on other sites
Posted October 14 · Report post With Karin's upped abilities Joachim's Deaththrone Hammer needed to be strengthened to compete with Karin's Geuschbenst. v8.35 doubles that ability's power with it now being a bit more powerful than Geuschbenst but with Artem Buster being a bit less powerful than lvl 3 Heurvelk and Bullenfogel. Share this post Link to post Share on other sites
Posted October 20 · Report post I've been playing through Tiffauges Castle and 2x exp is too little. v8.40 turns the optional dungeon exp and cash back to what they were before the change. Final dungeon exp and cash amounts get a raise as well to reflect the other dungeons. More fine tuning might be coming with new updates. Share this post Link to post Share on other sites
Posted October 27 · Report post Hello! I'd like to overview my current modding progress with Godslayer. I've been stuck in Tiffauges Castle dungeon trying to figure out how to set the correct soul power amounts. But I think I'm getting some progress soon. Looks like I'll probably have to further up the 4 later fusion monsters' levelling requirements (Amon, Neo Amon, Jutendouji, Dark Seraphim) and also up the soul rewards for the battles in the optionals. One thing I noticed with Neo Amon is that it's levelled above 10 when getting him even if Amon is only lvl 10. It's probably cause game registers Neo Amon's parameters automatically after getting Amon in disc 1. Since more soul amount is used on Amon the game forces Neo Amon to go above lvl 10. It should be fixed when getting Amon for the first time with the upped Neo Amon requirements. But I only recommend using time on testing that after I've settled with right requirements for both Amon and Neo Amon. Share this post Link to post Share on other sites
Posted October 30 · Report post Hi, here's another patch for the mod. v8.55 lowers Tiffauges Castle enemies agl a bit and also lowering that dungeon's suggested level before the boss to lvl 64. Doll House's enemies agl decreased some. Another change is Kurando's Hell's Light now does significantly more damage making it have a bit better output than Moon's Rainbow. It now costs 80 mp. Amon and Neo Amon now require 3x the og soul amount for levelling. Jutendouji and Dark Seraphim 5x the og amount. All optional dungeon enemies give more soul power. Final dungeon enemies give even more. The things that have to do with soul power go into this update automatically as I deal with them and I'll be changing things around if required. Update on Neo Amon: looks like it automatically corrected itself after using it in battle making him level 10 like Amon and having proper stat uppies. Big kudos to the developer of these games for having such a flexible system and also being coded so well. Share this post Link to post Share on other sites
Posted October 30 · Report post I probably should've made Hell's Light cost 96 MP instead of 80 since it does more damage than Moon's Rainbow. I'll make that change in next update. Share this post Link to post Share on other sites
Posted November 1 · Report post Hellos! v8.60 ups Fuujin and Raijin's strength and magic as an answer to upped enemy stats in final dungeon. The other change is Kurando's Hell's Light now costs 96 MP since I made it more powerful than Moon's Rainbow. Share this post Link to post Share on other sites
Posted November 5 · Report post Hey. I didn't pay attention to Kurando's Moon's Rainbow having an epic animation with music going off for a while before the spell goes off. So I'm gonna make it the more powerful ability again. But Hell's Light still did a bit too little damage compared to other ones with 64MP usage. So I'm gonna revert it back to costing 64 MP while having a bit more power than og. I'll make this change for next patch. Share this post Link to post Share on other sites
Posted November 9 · Report post Hello. A small update: v8.70 ups the health of those optional bosses that were going with 1.5 hp multiplier to 2. The Great Question hp multiplier lowered to 1.8 from 2 to be like the other Gama bosses. Kurando's Hell's Light now costs again 64 MP with lowered power. It's still a bit more powerful than in og to compete with the power of other 64 MP costing spells. Share this post Link to post Share on other sites
Posted November 13 · Report post Hi again peeps. v8.75 is continuation to previous patch. It increases the hp of Fuujin & Raijin and the final boss enemies since it felt right to me. I'll still be continuing my optional dungeon run to see that the soul power amounts i've set go right. Share this post Link to post Share on other sites
Posted November 19 · Report post 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. Share this post Link to post Share on other sites