raics

Feedback and Suggestions

599 posts in this topic

2 hours ago, Cake said:

Hey raics

It seems shaman class won't level up

Is it a bug or did I miss some information bout this mod

Yes, it's a bug with the game, the shaman class unlocks fully only by changing Sherri or Cerya into it, Olivya or Cistina won't work. Once you have changed either of those two into it, you will see it in class list and it will level properly.

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Btw do u hv a complete drop list of all dungeon like San borsa, potd, and woods. I'm looking for this mordred's song (dagger) 

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33 minutes ago, Cake said:

Btw do u hv a complete drop list of all dungeon like San borsa, potd, and woods. I'm looking for this mordred's song (dagger) 

No, but you can look for the location of "Assassin's Dagger" in vanilla guides.

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Hmm.  Saw that the beast "weapons" are now all gone and that Instill does add bonus Touched damage to the basic beast attacks, unlike the unmodded game.  However, Augment does not increase the extra Touched damage from Instill very much, if at all.  Is the smallness of the Augment effect on Touched extra damage working as intended?  Maybe it's not something that can be adjusted anyway.

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On 4/3/2020 at 1:56 PM, Cake said:

Btw do u hv a complete drop list of all dungeon like San borsa, potd, and woods. I'm looking for this mordred's song (dagger) 

Here is my dungeon drops list for the unmodded game.  It's formatted for CwCheat text on a PSP so view it with a fixed-width font for best reading.  I did acquire all items at least once, so the unconfirmed sections are just areas that I have not visited twice to reconfirm and polish the list with full target info.

Spoiler

----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
Phorampa Wildwood
 => A minimum target level is required for drops.
    Floors 8 - 11 : level 17+ ; Floors 12 - 15 : level 20+
 * Steal with rank 3+ to obtain Reaver Ring.
----------------------------------------------------------
008 Gunagua Headwater
    I5u Spear Enchiridion           W Rune Fencer 18  8  3
009 Whisper of Leaf and Water
    I5u Axe Enchiridion            Hf Beast Tamer  4 19  8
010 Lie Down in Green Pastures
    I5u Katana Enchiridion                m Ninja 13 11  3
011 The Frostfen
    I5u 2-H Katana Enchiridion       f Swordmaster 1  7  8
012 Scenic Knoll
    I5u Whip Enchiridion            W Beast Tamer  2 15 17
    A6  * Reaver Ring               m Grim Reaper  1  5 13
013 Heart of the Wildwood
    I5u Fist Enchiridion               Hm Warrior  1  1  5
014 Land of the Supplicant
    I5u 2-H Sword Enchiridion     P Terror Knight  6 19 10
015 Wonder at the Gods Above
    I5u Bow Enchiridion                 Hf Archer  2 14 20
----------------------------------------------------------
Phorampa Wildwood
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
The Hanging Gardens
 => Party level 34 or below is required for arcana drops.
 => A door controls each pathway between dungeon floors.
Move to the coordinates and the door will open on the next
turn.  Automatic doors do not require you to open them; if
you do not, they will open at the end of the battle.
Visible doors look just like automatic doors but require
you to open them manually.  Hidden doors look like part of
a wall and must be opened manually.  All doors usually
have a tile of brick where you must step to open it.
----------------------------------------------------------
001 Foot of the Gardens
    ---               Automatic Door to Floor 02   8 19  8
    ---                 Visible Door to Floor 03   4 19 13
    ---                  Hidden Door to Floor 06   1  5 12
    S7  Grimoire Soins II        (cleric) Templar  8  3  5
    S3  Grimoire Scindeciel III  (wizard) Templar  9  7  4
002 The Serpent's Spine
    ---               Automatic Door to Floor 04   4 23 25
    S1  Grimoire Tourbillon III    (rune) Templar  8 21 25
    S1  Grimoire Sylphide                       +
    S4  Grimoire Malepluie III   (wizard) Templar  9 22 23
003 His Fist Upraised
    ---               Automatic Door to Floor 05   5  6 21
004 Echoes of Her Passage
    ---               Automatic Door to Floor 07   4 13 27
    ---                  Hidden Door to Floor 08  10 12 15
    S5  Grimoire Flammes III       (rune) Templar  3  8 26
    S2  Grimoire Orestiad        (wizard) Templar  4 11 25
    S7  Grimoire Soins II        (cleric) Templar  6 13 28
005 Tears of Topaz
    ---               Automatic Door to Floor 08   2 21 24
006 Verdant Stair
    ---               Automatic Door to Floor 07   3  6 25
    ---                  Hidden Door to Floor 10  15  7 11
007 Songs of Raven Hair
    ---               Automatic Door to Floor 09   4 14 20
    S6  Grimoire Wendigo         (wizard) Templar  6 17 19
008 Enraptured Dreams
    ---               Automatic Door to Floor 10   3  9 19
    SC  Treatise on Seduction     (sword) Templar  5  8 18
    I3  Heretic's Mark           (cleric) Templar  6 12 19
009 Hold High Your Cups
    ---               Automatic Door to Floor 10   5  5 17
    ---                 Visible Door to Floor 11   4 13 24
    ---                  Hidden Door to Floor 12   4  5 18
010 Halcyon Days
    ---               Automatic Door to Floor 13   3  3 14
011 The Beast Has Fangs
    ---               Automatic Door to Floor 14   5  2 12
012 Vermillion Stair
    ---               Automatic Door to Floor 15   4 14 26
    ---                  Hidden Door to Floor 16   5  9 19
    S7  Grimoire Vitalite III    (cleric) Templar  6 14 24
    I3  Heretic's Mark                          +
013 Sounding of the Hours
    ---               Automatic Door to Floor 15   4 14 27
    ---                  Hidden Door to Floor 16   2 12 27
    S1  Grimoire Tourbillon III  (wizard) Templar  4 13 27
    S2  Grimoire Rocher III        (rune) Templar  7 14 21
014 Faith and Devotion
    ---               Automatic Door to Floor 15   9 12 22
015 Sharp and Cold the Stars
    ---               Automatic Door to Floor 17  11 10 18
    S5  Grimoire Flammes III             P Wizard  4  9 23
016 Ebon Stair
    ---               Automatic Door to Floor 17   3  3 15
    ---                  Hidden Door to Floor 18  28  4  4
    S7  Grimoire Vitalite III    (knight) Templar  4  3 15
    SB  Scroll of the Cicada      (ninja) Templar  8  4 11
017 Ivory Stair
    ---               Automatic Door to Floor 18   4  5 23
    S7  Grimoire Soins II        (cleric) Templar  4  3 23
018 Twixt Heaven and Earth
    I3  Heretic's Mark           (cleric) Templar  4 23 21
019 S4  Grimoire Malepluie III   (wizard) Templar 20 12 12
020 S7  Grimoire Purete II       (cleric) Templar 10 27 15
----------------------------------------------------------
The Hanging Gardens
 => Party level 34 or below is required for arcana drops.
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
Pirate's Graveyard                     *** UNCONFIRMED ***
----------------------------------------------------------
001 A3  Viraat's Thundercoat               Kraken 10  2
    A3  Phoenix Flamecoat                  Kraken 16  4
004 A3  Whale Whiskercoat                  Kraken 11  3
    A3  Falcon Mail                      W Cleric 22 15
005 A4u Ji'ygla's Bracers                 U Rogue 18  2
    S9  $ Grimoire Sangnoir II             f Lich 20  4
    SA  $ Grimoire Tourments               m Lich 20 11
    SA  $ Grimoire Dondevie             P Warlock 21 15
007 A3  Nathalork Rockcoat                 Kraken 12 12
008 A4u Musty Gauntlets              R Juggernaut  0 22
    A3u Reeking Armor                Blood Gavial  1 23
    I5u Legguard Enchiridion            R Hoplite  2 21
010 A2u Glistening Helm              R Juggernaut  1  7
    I5u Body Armor Enchiridion       Blood Gavial  2  9
    A3  Falcon Feathercoat                 Kraken 18  5
011 I5u Hammer Enchiridion               P Knight  5  8
    A3  Vikrant Icecoat                    Kraken  9  1
    A5  Earthen Greaves              Baldur Golem 11 19
012 A3  Aganista Lightcoat                  Dagon  4 14
    A3u Ji'ygla's Darkcoat                  Dagon
    MA  Malitza's Staff                      Lich  7  2
    SA  $ Grimoire Malediction III        Rackham  unique
----------------------------------------------------------
Pirate's Graveyard                     *** UNCONFIRMED ***
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
Palace of the Dead
 * Cressida is required to obtain Necromancer classmarks.
----------------------------------------------------------
002 A6  Sparkguard Ring          z Thunder Dragon 22  7  6
004 A5  Greased Boots                    W Archer  4  5 20
005 A3u Ji'ygla's Darkcoat          z Dark Dragon 15  3 10
    SA  $ Grimoire Ensorcelant             Leonar  unique
    SA  $ Grimoire Sombrailes              Xaebos  unique
    SA  $ Grimoire Malediction II        P Leonar
    SA  $ Grimoire Sombrailes            P Xaebos
006 A3  Aganista Lightcoat                  Hydra 14  9  9
007 A6  Sidhe Ring                        U Rogue 10  4  5
008 A3  Whale Whiskercoat          z Flood Dragon 16  3 12
009 A5  Winged Boots                     W Archer 28  3  2
010 I5u Thrown Weapons I           Hf Beast Tamer 14  4 15
011 A2u Glistening Helm                   Cyclops 16  5  6
012 A3  Viraat's Thundercoat       Thunder Dragon 12  3  7
014 A6  Greased Ring                 Flood Dragon  3 14 13
    A3  Phoenix Flamecoat            Flame Dragon  7 11 13
015 A6  Winged Ring                       Gryphon  9  6  9
    A3  Falcon Feathercoat             Cockatrice 11  9 21
016 A3  Nathalork Rockcoat            Stone Golem  9 11 07
017 A6  Ring of Clouds             z Flood Dragon 11  7  6
    A5  Sparkguard Boots         z Thunder Dragon 17  9 12
018 I3  * Necroprentice's Mark        Necromancer
019 A3  Vikrant Icecoat              Frost Dragon  7  0  2
020 A5  Cloud Shoes                       U Rogue  6  0  2
    A5  Earthen Greaves             P Enchantress  7  3  7
    I5u Armguard Enchiridion            R Hoplite 10  9 11
021 A3  Falcon Mail                       Gryphon  3  6 14
    A4u Musty Gauntlets                   Cyclops  7  8 15
    A3u Reeking Armor                     Cyclops 11  9 11
022 A4u Ji'ygla's Bracers                 U Rogue 26  1  6
    I5u Crossbow Enchiridion             P Archer 27  3 10
    SA  $ Grimoire Malediction II         Georges  unique
023 MA  Malitza's Staff                 Matriarch 11  4  2
    I5u Transcription                     R Witch 24  6 13
025 A5  Sidhe Shoes                    f Cannibal 18  6  9
----------------------------------------------------------
027 A3  Phoenix Flamecoat          z Flame Dragon 13  7  8
029 A3  Falcon Feathercoat         z Cloud Dragon 10  0  9
031 SC  Treatise on Cleansing       m Kill Seeker  5  2 12
032 S9  Grimoire Vivification              Wraith 13 11  4
033 S9  Grimoire Vivification           P Warlock  4  0  5
    I1u Ring of the Dead               f Cenobite  3 15 13
    S5  Grimoire Salamandre         P Enchantress  9 16 19
034 A3  Vikrant Icecoat            z Frost Dragon  8 11 11
035 A3  Aganista Lightcoat           Baldur Golem 14  6  3
036 SB  Scroll of Earthshear II    m Dark Stalker  9  1  3
    S5  Grimoire Salamandre         P Enchantress 11  3  8
037 S9  Grimoire Vivification             R Witch  4 10 14
    I1u Book of the Dead                   Gorgon  5 16 17
    S5  Grimoire Salamandre                Gorgon  8 15 15
038 A3  Whale Whiskercoat                  Scylla 25  8  6
039 A3  Viraat's Thundercoat              Gryphon 11  1  8
040 SB  Scroll of Stormshear II    m Dark Stalker  3  5 10
    SC  Treatise on Cleansing       m Kill Seeker 14 17 10
    S9  Grimoire Grandsaut                 Wraith 14 21 12
042 A3  Nathalork Rockcoat         z Earth Dragon  9  2 12
043 A5  Earthen Greaves              Blood Gavial  8  8 11
044 MA  Malitza's Staff             f Death Eater  2 10 22
    S9  Grimoire Sanctuaire               R Witch  6 23 22
    S9  Grimoire Vivification                   +
    S5  Grimoire Salamandre         m Death Eater  7  6 15
048 S9  Grimoire Sanctuaire             P Warlock  6 23 14
    S9  Grimoire Grandsaut          P Enchantress  7 25 16
050 A3  Falcon Mail                       Gryphon 12 14 20
    S9  Grimoire Grandsaut              P Warlock 14 13 21
----------------------------------------------------------
051 R2u Cursed Weapon (Bow)        m Blood Hunter  4  6  5
    A3  Ur-Whale Mail                Flood Dragon  7 10  5
052 A3  Vikrant Mail               z Frost Dragon  2 16 19
053 I1u Ring of the Dead            m Death Eater  5 12 20
054 R1u Cursed Weapon (Blowgun)    f Dark Stalker 16  3 10
055 R2  Sirocco Bow                  Earth Dragon  4 13 13
    I4  Orichalcum                    Onyx Dragon  6 17 13
    A3  Phoenix Mail                 Flame Dragon  9  8 13
056 M6u Cursed Weapon (Spear)        Blood Gavial  5  4  4
    MDu Cursed Weapon (Instrument)      Boogeyman 18  4  4
057 I4  Daedalus Rack               m Necromancer 13 14 14
058 M4u Cursed Weapon (2h Sword)  m Crimson Uhlan  5  4 10
    A1  Shield of the Tundra         Frost Dragon  6  3 10
059 M3u Cursed Weapon (1h Sword)    W Rune Fencer 11  0 12
    R3  Leilah                     f Blood Hunter 24  4  7
060 A3  Viraat's Mail            z Thunder Dragon 11  5 16
    M5u Cursed Weapon (Axe)         f Executioner 25  7 14
061 MCu Cursed Weapon (Book)        m Lore Master  7  3  5
    A3  Titania Mail                  Stone Golem 16  9  8
    I4  Orichalcum                   Baldur Golem 19 10  7
062 I1u Book of the Dead                   m Lich 27  4  2
    I4  Daedalus Rack               m Necromancer 28  2  2
063 M7u Cursed Weapon (Hammer)            Hoplite  4 21 18
064 M2u Cursed Weapon (Dagger)            Banshee 14  9  9
    M5  Boreas                            Gryphon 18  4  9
066 A1  Shield of the Waves                Scylla  5  2  9
067 R3  Samak                      f Blood Hunter  9  3  6
    I4  Daedalus Pinion                Iron Golem 14 21 15
070 M9  Crescent Sword              m Kill Seeker  7  2  2
    M9u Cursed Weapon (2h Katana)   f Kill Seeker  8  0  2
    M1u Cursed Weapon (Fist)            U Warrior 14 13 13
071 A1  Shield of the Storm            Hippogryph 20 17  6
072 MAu Cursed Weapon (Cudgel)          Lich King  3  8 16
    I4  Orichalcum                      P Warlock  5 16 18
073 R2  Brimstone Bow              m Blood Hunter  2  5 11
    M8u Cursed Weapon (1h Katana)  m Dark Stalker 12 18 13
074 SA  $ Grimoire Malediction II      Beelzebuth  unique
075 I4  Daedalus Pinion                Iron Golem  3 22 14
    M9u Beadbound Blade              Baldur Golem  6 20 13
    R3u Cursed Weapon (Crossbow)   f Blood Hunter  9 14 11
----------------------------------------------------------
076 M5  Prox                      m Crimson Uhlan 12  9  2
077 A2u Skull Mask                       Basilisk 16 25 21
078 R3  Shams                         Onyx Dragon 14  7  9
079 MBu Cursed Weapon (Whip)          f Iron Fist 15  9  4
    R3  Khalmid                        Hippogryph 23  8  5
080 A1  Shield of the Loam            Onyx Dragon  5 17 11
081 M3u Odiferous Waster                Boogeyman  3 20 12
082 A5  Shadowed Greaves                   Scylla  7  2  4
083 R4  Banduq-i-chaqmaqi                f Sniper  3  6 21
    R4u Cursed Weapon (Fusil)            f Sniper  8  5  8
084 MA  Lipul's Rod                 f Death Eater  3  6 22
085 A1  Shield of the Winds            Hippogryph 17 19 10
086 A4  Lightning Gauntlets             Boogeyman  3  4  4
088 M8  Thunderfire                m Dark Stalker  3 22 22
091 M7  Flame Flail                 m Executioner  6  0  9
093 M6  Bentisca                       f Cannibal  8 24 11
    R4  Petronel                         Spriggan 15 26 12
094 M8  The Awakener               f Dark Stalker  1 13 17
095 M2u Pinion Blade                   Hippogryph  4 23 22
096 R3u Ysaar                          Hippogryph 10 10 16
098 R1  Femakk's Blowgun                   Scylla 13 12  5
099 M7  Euros                       m Executioner  2  5 18
    M4  Notos                       f Dreadnought  3  8 18
100 I5u $ Secrets of the Master            Nybeth  unique
    S8  $ Grimoire Abimes II               Wraith  summon
    S9  $ Grimoire Supplices II            Wraith  summon
----------------------------------------------------------
100 MCu # Gran Grimoire                 Blackmoor  unique
    M4u # Ogre Blade              Lich King/Queen
    A1u # Ogre Shield             Lich King/Queen
    A2u # Ogre Helm               Lich King/Queen
    A3u # Ogre Armor              Lich King/Queen
101 I1u Gorgon Head                        Gorgon 26 11
102 MAu Wiseman's Staff               Lore Master 10  8
104 M9u Ogresbane                   m Kill Seeker  3  5
    M8u Golok                      m Dark Stalker  4  7
    SB  Scroll of Flameshear II    m Dark Stalker  8  1
    M8u Shimmer Sword              m Dark Stalker  8  2
    SB  Scroll of Flameshear II    f Dark Stalker 10  9
    SB  Scroll of Iceshear II       f Grim Reaper 16  1
105 SB  Scroll of Earthshear II    f Dark Stalker 19  7
    R4u Longgun                          m Sniper 22  0
    A4u Snipe Bracers                    m Sniper 22  5
    SB  Scroll of Windshear II     f Dark Stalker 23  3
106 M1u Huitzilopochtli's Rays       Blood Gavial  9 10
    M3u Fafnir's Heart            f Crimson Uhlan 18 10
107 MBu Cat o' Nine Tails             f Iron Fist  6 12
108 R3u Barad                      f Blood Hunter  3  8
    M7u Walitas                     m Executioner 10 14
109 M4u Moon Blade                  m Dreadnaught 25  6
    M5u Shaytan's Bulova               Night Crow 26  2
110 R4u Snub Fusil                       m Sniper 14  2
    M9u Sweepblade                  m Kill Seeker 19  0
111 S8  Grimoire Abimes               Onyx Dragon 10 14
112 M6u Dark Spear                   Blood Gavial  2 21
    M7u Dagda's Hammer               Blood Gavial 15 14
113 M2u Assassin Blade                 m Cannibal  8  0
    A3u Thanatos Armor                  Boogeyman 10  1
114 R2u Ji'ygla's Bow              m Blood Hunter 17 16
    R3u Raed                       f Blood Hunter 21 10
----------------------------------------------------------
Palace of the Dead
 * Cressida is required to obtain Necromancer classmarks.
 # Must have all 4 Wind God weapons to fight Blackmoor.
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
San Bronsa Ruins
----------------------------------------------------------
A01 MD  Pandeiro                    R Enchantress  9  4 12
    I1u Ensanguined Rood                  R Witch 12  8  9
    MD  Bolon                             Gryphon  3 15 26
A02 MD  Cavaquinho                      Matriarch  3  2  3
    S8  Grimoire Miasme             R Enchantress  3  9 20
    I5u Musical Instruments I          F Familiar  1  9 29
A03 A5  Watery Greaves               Flood Dragon  3  2  5
    I1u Seal of Rebirth                   U Rogue  2 14 32
    S5  Grimoire Bouledefeu IV         F Familiar  4 14 32
A07 MD  Rabana's Kemenche              Arc Dragon 12 22 16
A11 S6  Grimoire Glace IV           P Enchantress  2  6 12
    S1  Grimoire Rafale IV                P Witch 11  1 13
    M7  Aqua Hammer                z Flood Dragon 11  8 10
A12 MD  Gerza's Atabaque             Baldur Golem  9  0  9
    S4  Grimoire Aquamasse IV          F Familiar  2  2 13
    S2  Grimoire Aiguille IV            Matriarch  4  5 12
    SA  $ Grimoire Sangnoir II         m Ethereal  3  6 17
A13 S3  Grimoire Fourdrarc IV           Matriarch  7  6 17
B01 S6  Grimoire Congelation IV            Kraken  8 18 15
    S7  Grimoire Radiance IV             W Cleric  3 25 24
    M6  Zephyros                             Rukh 21  4 14
    I5u Musical Instruments II          Matriarch 19  8 14
B02 S4  Grimoire Rafale IV             Hippogryph  4  6 29
    S3  Grimoire Scindeciel IV      W Rune Fencer  7  3 16
    S8  Grimoire Briseciel IV         Dark Dragon 16  4  5
    S8  Grimoire Douleur IV       U Terror Knight 11 16 19
B03 S4  Grimoire Malepluie IV              Scylla 10 10 20
    S7  Grimoire Reveil II               W Cleric  4 12 29
    S1  Grimoire Tourbillon IV      W Rune Fencer  3 16 31
    MD  Rabana's Tanbur                f Ethereal  6 16 24
B04 S9  Grimoire Insensibilite         m Ethereal 22 16 19
B05 S7  Grimoire Vitalite IV        U Rune Fencer  1  5  5
    S2  Grimoire Rocher IV           Damasc Golem  8 11 15
    S9  Grimoire Immunite              m Ethereal  3 18 31
    S9  Grimoire Transfert             f Ethereal 14 18 31
B06 A4u Luminant Gauntlets             f Ethereal  2 21 31
B07 A8  Grimoire Arret                       Rukh  7  6 18
    A1  Shield of Sages            Crystal Dragon  6 11 25
    S7  Grimoire Punition IV       Crystal Dragon  8 14 24
    S9  Grimoire Stellaire II                   +
    S9  Grimoire Decelement            f Ethereal  1 12 27
    S9  Grimoire Dondevie              m Ethereal  2 14 27
B08 S9  Grimoire Revigoration          f Ethereal  5  7 31
    S4  Grimoire Naiade II                  Dagon  8 19 20
    M4u Durandal                       f Ethereal 17 28 15
    S1  Grimoire Tourbillon IV           W Wizard 20 28 14
B09 S5  Grimoire Salamandre II            Phoenix  2  4 16
    S5  Grimoire Flammes IV               Phoenix  6  4 16
    R2u Centeotl's Rib                 m Ethereal  4 28 24
B10 S2  Grimoire Orestiad II             Basilisk 25  9 22
    S8  Grimoire Fenrir II              Matriarch 26 11 24
    MAu Sage Staff                     m Ethereal 22 13 31
    S7  Grimoire Chatiment             m Ethereal  4 13 31
B11 S7  Grimoire Resurrection II       f Ethereal  3  8 16
    M5u Rune Axe                       m Ethereal  3 10 16
    S7  Grimoire Soins III               W Cleric  3 13 11
    S1  Grimoire Sylphide II                Titan  9 11  8
B12 S9  Grimoire Tempete II            m Ethereal  5 16 29
    M3u Leksar's Beloved               f Ethereal  7 23 30
    S1  Grimoire Tourbillon IV          Matriarch 17 23 18
B13 S9  Grimoire Stellaire II          m Ethereal  1 11 19
    A3  Garb of the Sages              f Ethereal  6  9 13
    SD  Glorious Score                   W Cleric  9 22 17
    SD  Resonant Score                 F Familiar 11 24 16
B14 S7  Grimoire Lumina II             f Ethereal  5  6 29
    A1  Aegis                          m Ethereal  4 12 31
    SD  Rapturous Score                         +
    S6  Grimoire Wendigo II                 Dagon 10 19 18
B15 S3  Grimoire Tonnerre II               Gorgon  2 23 19
    A2u Fruede Helm                    m Ethereal  9 23 21
    S9  Grimoire Inondation II         f Ethereal  8 26 24
    S9  Grimoire Glaciation II         f Ethereal 10 26 24
    S7  Grimoire Chatiment II      Crystal Dragon 12 25 24
B16 S9  Grimoire Fournaise II             Phoenix  6  8 15
    S9  Grimoire Ouragan II                 Titan 13 11 15
    MDu Livela's Harp                  f Ethereal 12 25 17
    M3u Oracion                        m Ethereal 13 27 19
----------------------------------------------------------
San Bronsa Ruins
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------

[Item Type]
To conserve space, the item types are abbreviated as CNU.
C is a letter representing the main category of the item
 as it appears in your inventory:
    M = Melee
    R = Ranged
    A = Armor
    S = Arcana
    I = Sundries
N is the number of the item's subtype as displayed in the
 inventory menu, starting with All subcategory at 0 and
 counting up from left to right.  Numbers greater than 9
 are represented as uppercase letters starting with A=10.
U is present for a unique item and is otherwise absent.
Example: A3u Ji'ygla's Darkcoat is an Armor (A), subtype
 Body Armor (3), and is unique (u).

[Item Name]
$ prefix means the target that drops this item appears
 during a special story battle here.  Other targets at the
 same location usually cannot appear during story battles.

[Target Type]
 Race Abbreviations:          Gender:        Status:
  H = Human    U = Umbra       m = male       z = Zombie
  W = Hawkman  F = Faerie      f = female     s = Stilled
  R = Reptile  P = Phantom
This may contain the name of a unique enemy that appears
 during a story battle.
+ indicates that the above target also drops this item.

[Coordinates]
The coordinates (X,Y,Z) are the starting position of the
 targets. The lower left corner of the map on the starting
 perspective (Style A cursor movement) is X,Y = 0,0. Move
 the cursor Right X panels, Up Y panels, and the target
 should spawn on that panel which is at Z height.
Note: the target will not necessarily drop the item on
 every enemy configuration--if the item won't drop, reload
 the map until the target appears with a different group.
Coordinates are not provided for named foes.

Drops missing Z height have not yet been confirmed by me.

 

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3 hours ago, Sparafucile said:

Hmm.  Saw that the beast "weapons" are now all gone and that Instill does add bonus Touched damage to the basic beast attacks, unlike the unmodded game.  However, Augment does not increase the extra Touched damage from Instill very much, if at all.  Is the smallness of the Augment effect on Touched extra damage working as intended?  Maybe it's not something that can be adjusted anyway.

Yeah, it has no effect, but instills already add 25% extra damage which is pretty substantial, and considering that they already boost your damage when using elemental weapons they do affect instills indirectly. If they also affected them directly, that would be double dipping.

Edited by raics

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Hey @raics, I'm replaying the mod after around 1 year and a half, and am writting up what I can to get some feedback for you along the way. I'll probably have a big list for you soon.

 

Issues.

For now one of the things vexing me is portrait discrepancy between the some character's warren reports and their actual pictures. This is particulary severe in Sarah's case, where her warren report very clearly points out that she's an archer.

There are a lot of ways to go about this depending on your modding reach and your views, you could (?):

-Replace her warren report portrait AND lore to match her new rogue class. Which is probably not possible, but even if it were, I really don't want the mod to change the lore of the game, even when it comes to minor characters.

-Give the players the option to change her back to archer by allowing her sprite to change with her class. Ugly solution, but a solution nevertheless.

-My prefered solution, which would be to simply give her to us as an archer. (But you really really wants to give us a rogue huh?) Then make that other generic archer that joins at the beginning a rogue, problem solved! I doubt Ronway would have thieves in his ranks, but since you really think we should have acess to the class earlier, this is one most harmless ways to go about it as I see it.

 

This is somewhat related to two other issues I'm having with mod as of now.

1. Trajectory and Art of War.

-Trajectory now, is GOOD. It really is great, and honestly it goes along with archers very well, HOWEVER, the name doesn't fit it's description anymore., so something like "Snipe" would be better, since the skill is all about getting perfect shots with perfect line of sight.

-Take trajectory off every class that's not archer or fusilier. They're the game's two professional shooters, it only makes sense that the Sniper skill is exclusive to them. If you really think the skill should be in other classes, you could make it scavengable. In any case I don't think thieves should have this skill, it doesn't make sense and they are already powerful as is.

-Archers having acess to art of war is completely insane. Archers in medieval times were for the poor, and I suppose that holds true for the game since I can hardly find a case of a highborn archer on warren's report (Is there even a battle where an archer leads a squad thats not bandits, rebels and such?). So I think it's very fair to think that the average archer would NOT have the means to fabricate things like poison, and it's not like the class even needs a buff gameplay wise. 

I see Archers as I see Warriors. Warrior's master of melee weapons and archers of ranged weapons. They're damage dealers, great at what they do, but no more, and that should be more than good enough. All in all, it makes no sense why such a strong class should be given more tools to play with, both gameplay and lore wise. Ninja's are already niche enough, no need to bastardize their unique skill set. Archers already have acess to jump and water walking support skills, not only that, but being such a simple class they have the space as well to fit those in.

- I don't mind archers having acess to daggers, but where does that 50 tp finisher comes from? That should go asap, or at the very least make it into a tp costing skill or finisher that they should equip or level to use.

 

2. Cudgels for everyone.

-I'll be able to go more into detail for this later, but I'm not a fan on how everyone can equip a magic wielding weapon.

When you start a game, in chapter one after you get your troops for the Duke go and check what the most usable weapon is.

Swords that anyone can swing? Axes, a peasant weapon perhaps?

The most usable weapon will be magical cugdels, which is odd lore wise.

 

3. Clerics.

- They do decent melee damage and are extremely useful. I would suggest cutting back on the heal range. At this point in the game I can attest that the "Recue X person" mission issue is a thing from the past.

Things I'm not sure about.

-Some classes have acess to weapons they can't buy skills for, like the berserker with swords, is this intended?

-Skill order is a bit of a mess, very minor detail though. For instance, the instill "element" being in the middle of support skills despite being a active skill.

-Other minor things I will be able to grasp later. You're likely aware of them already.

-Warlocks, like, what the fuck? I'm don't even have suggestions since I've never quite understood them in vanila, but still. What the fuck?

- Pumpkins going around like... candy. Now look, you won't ever find me defending the crazy grind from vanilla, but perhaps we can be more tactiful about the way we hand these? Maybe spread them around in Phorampa Woods, god knows that dungeon is useless.

 

General suggestions.

I'll also leave some neutral suggestions I have, that might or might not be reasonable.

 

1. Incap/Death titles revamp.

- Make it so that the player can get all the titles related to death and incaps simultaneously.

* Gifted Warrior: "Had fewer than twenty incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 11~20 units fall in battle.


* Master of Tactics: "Had fewer than ten incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 1~10 units fall in battle.


* Hero King Unscathed: "Had no incapacitated units after the final battle in the Hanging Gardens"

Finish the game with no units ever falling in battle.

 

Changed to:

 

* Gifted Warrior: "Had fewer than twenty incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 0~20 units fall in battle.


* Master of Tactics: "Had fewer than ten incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 0~10 units fall in battle.


* Hero King Unscathed: "Had no incapacitated units after the final battle in the Hanging Gardens"

Finish the game with no units ever falling in battle.

 

Meaning that if the player finishes the game with zero deaths and incaps, he would get all of these otherwise annoying titles. Another minor important detail would be to have the "best" title showing up after.

If I got 0 deaths, I would have the "Hero King Unscathed" title showing, if I had 7 deaths, the title showing would be "Master of Tactics" and so on.

 

2. Leonar on neutral.

-The dream will never die. This is were I break my "no messing with the lore" code. Make neutral great again.

 

This is it for now. I have you to thank for revitalizing this game for free with such great skill, also apologies if I come overly strong, I'm just feel really passionate about this whole thing

 

Edited by OneV8
big ass text so it needs minor adjustments

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9 hours ago, OneV8 said:

This is it for now. I have you to thank for revitalizing this game for free with such great skill, also apologies if I come overly strong, I'm just feel really passionate about this whole thing

Don't worry about it, none of us would be here if we weren't passionate about the game.

Portrait issues

I will probably be able to change the warren report portraits down the line, it isn't a major issue so it's better if I spend the time chipping away at the mountain of things that need to be done, we'll see about portraits later. Meanwhile I released the code generator you can use to change the way any special character looks, that probably solves all of the issues regarding 'I don't like how the character X looks now'. Having Sara as a rogue is a good thing because there are some nice early game steals you can get with her.

Archers

I think it's fine if trajectory is a general skill, not many classes have access to heavy ranged weapons or are trying to go for being an exclusive ranged attacker so they can't justify using a skill slot for trajectory as easily, but I feel it's still important to give them the option because of how generally useful it is, rogues have bullseye but it's probably more useful in combination with sidearms. The main reason archers have art of war is that many have felt that the class is a bit dry, warriors have a large weapon selection and can be a discount tank, raw dps or light skirmisher but archers are a lot more specialized, disabling skills are what you'd commonly expect from an archer in games, so it kinda fits. I'm no historian, but they say good bowmen were often paid better than your regular man-at-arms and was hardly an exclusive job for the unwashed masses, especially if we look outside of medieval europe, after all, the samurai were skilled archers first and foremost, and then everything else. The finisher is there because even though an archer could equip a dagger, there would be little reason to besides spending less RT to use your weapon than you normally would and having access to different finishers, it's there for the sole purpose of making that weapon combo more tempting.

Cudgels

They're available to all classes that can use magic, so it's just a side effect of more classes being able to, warriors can't use magic so they're limited to only the quarterstaff sidegrade. On that note, those transferable weapons are just supposed to mean it's something you wouldn't normally learn as that class, they probably wouldn't teach you how to swing a light sword on the berserker academy but if you picked it up somewhere else it can be put to use as a berserker, you won't be violating the rules and might get laughed at by your classmates only sometimes.

Clerics

I'd sooner make them a bit worse at other things if needed, healing is their primary role after all.

Other

Unfortunately, can't do anything about default skill sorting. About pumpkins, having to get 30 is a bit much so the plan is to have around 20-something from the campaign by the time you can get deneb so there's only a bit more to go, you will probably be able to get them in phorampa and other places for that last spurt, and there are other things phorampa will be good for. Can't do anything about titles at the moment, unfortunately.

If Leonar ends up recruitable, it will probably be in chaos, neutral got enough candy now.

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10 hours ago, raics said:

Unfortunately, can't do anything about default skill sorting.

Not so.  Unless you tried and it messes up skill effects?  The skill 'metadata' table has an effective List Order field--magic skills are down in the list but still sorted at the top.  As long as you reorder each entry between the current and new position so each is a unique value, it looks like reordering works fine to me.

I did a quick test--switched Deathproof and Swiftfoot1 on an old save--and it appear to work fine: Swiftfoot increased Move even though it was 'out of order'.  The list order is part of saved game data, so my edit did not appear until after I reapplied the Default sort; the new sort was preserved if I saved.  Did not test if a new sort is natural for a new game.

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1 hour ago, Sparafucile said:

Not so.  Unless you tried and it messes up skill effects?  The skill 'metadata' table has an effective List Order field--magic skills are down in the list but still sorted at the top.  As long as you reorder each entry between the current and new position so each is a unique value, it looks like reordering works fine to me.

I did a quick test--switched Deathproof and Swiftfoot1 on an old save--and it appear to work fine: Swiftfoot increased Move even though it was 'out of order'.  The list order is part of saved game data, so my edit did not appear until after I reapplied the Default sort; the new sort was preserved if I saved.  Did not test if a new sort is natural for a new game.

I remember tampering with it before and it wasn't working right so I probably messed up somewhere. I'll give it another go when the next version is ready, if it works on re-sort it should work when starting a new game.

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Really liked what you did with the three nobodies in neutral, they're so cool now the warren report thing didn't even bother me. Chamos is particularly awesome because we never got a special ninja in vanilla.

Hobyrim's new class is the truth, finally feels like badass he's supposed to be.

Also, last time I played this mod, I felt ninjas were a bit underwhelming. Not the case anymore, they are absolutely fucking perfect right now. 

I wish I would've tapped a recent match I had where Chamos basically climbed the walls of the castle with that monkey skill, disabled the mage leader's personal guard while the rest of them were fighting my troops on the lower ground then proceeded to assassinate the shit out of her with the help of canopus. That was the singlest most ninja thing I've ever done in my life.

Enemy skills for story battles are amazing right now, even if your grind isn't over, I can see you'll get it done.

 

Terror Knight's are feeling a bit underwhelming however (not that they're weak, but that they are too much on the boring side). 

It seems like the only way to get spellstrike is with cudgels (lame) or lizard cocaine, so some things I thought were:

1. My best solution is to give an earlier spellstrike buff spell to warlocks, so we can pair them with T. Knights and wreck terror on everything. Right now I really don't feel the slightest inclination to use a warlock, so you would kill two birds with one stone.

2. Give Terror Knights a TP consuming spelltrike skill buff. This would be pretty good as well, and not overpowered since they keep this class keeps the skill slots busy.

3. Give Terror Knights earlier acess to lament of the dead. Right now with two handers they feel like quirky beatsticks, and cudgels aren't a option for me, so doing this would make them more exciting earlier in the game.

 

I don't think I'll ever agree with archers using art of war, but I really wish you would consider making the dagger bind finisher into an equipable skill, if only for aesthetical purposes. No class should be given a brand new finisher just from equiping a type of weapon , it's ugly and non intuitive. Then archers would have to use a skill slot, but it would also allow them to cripple and shoot in the same turn. Not sure about this balance wise, I just want to fix this aesthetical problem.

 

Also, you mentioned that archers felt a bit dry. That's what I got from Berserkers. The solution here would be pretty simple imo, give them HP infusion and make that "last stand" or something skill take more percentual HP, OR you could also look into a skill that gives them death resistance, like they use them, and their HP can't go below one until their next turn (unless someone, say a juggernaut, disarms them) this is pretty strong, so it would have to cost a lot of TP or be a late game thing. 

 

A segment of the spears should really be DEX oriented.

 

Weird suggestion:

Have you ever considered changing warrior/amazon sprites/portraits? They are easily the most boring/ugly in the game. I could get behind giving them a more medieval guerrilla look, I just don't know which sprite would fit, no recolors of other classes or important characters leaves me out of ideas.

 

Anyways, I'm having the most fun I ever had playing this game. Even now as the mod is incomplete I can say that the game's balance quality finally matches that of the story.

Edited by OneV8
canopus deserves anatomy btw, since tamuz has it

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11 hours ago, OneV8 said:

Terror Knight's are feeling a bit underwhelming however (not that they're weak, but that they are too much on the boring side). 

It seems like the only way to get spellstrike is with cudgels (lame) or lizard cocaine, so some things I thought were:

1. My best solution is to give an earlier spellstrike buff spell to warlocks, so we can pair them with T. Knights and wreck terror on everything. Right now I really don't feel the slightest inclination to use a warlock, so you would kill two birds with one stone.

2. Give Terror Knights a TP consuming spelltrike skill buff. This would be pretty good as well, and not overpowered since they keep this class keeps the skill slots busy.

3. Give Terror Knights earlier acess to lament of the dead. Right now with two handers they feel like quirky beatsticks, and cudgels aren't a option for me, so doing this would make them more exciting earlier in the game.

 

I don't think I'll ever agree with archers using art of war, but I really wish you would consider making the dagger bind finisher into an equipable skill, if only for aesthetical purposes. No class should be given a brand new finisher just from equiping a type of weapon , it's ugly and non intuitive. Then archers would have to use a skill slot, but it would also allow them to cripple and shoot in the same turn. Not sure about this balance wise, I just want to fix this aesthetical problem.

 

Also, you mentioned that archers felt a bit dry. That's what I got from Berserkers. The solution here would be pretty simple imo, give them HP infusion and make that "last stand" or something skill take more percentual HP, OR you could also look into a skill that gives them death resistance, like they use them, and their HP can't go below one until their next turn (unless someone, say a juggernaut, disarms them) this is pretty strong, so it would have to cost a lot of TP or be a late game thing.

 

A segment of the spears should really be DEX oriented.

 

Weird suggestion:

Have you ever considered changing warrior/amazon sprites/portraits? They are easily the most boring/ugly in the game. I could get behind giving them a more medieval guerrilla look, I just don't know which sprite would fit, no recolors of other classes or important characters leaves me out of ideas.

 

Anyways, I'm having the most fun I ever had playing this game. Even now as the mod is incomplete I can say that the game's balance quality finally matches that of the story.

If you want your terror knights to be more accurate with spells you can fix it with gear to an extent, you have to sacrifice a bit of defense or damage potential, but that's what's keeping you from getting an efficient heavy armor mage too easily, if they're still too unreliable their caster stats can just be increased. There's no real need to introduce a buff dependence in this case, it's fine for beasts because they're supposed to hit their full potential only when paired with a tamer, I don't think a terror knight should be dependent on other units like that, they're a bit of edgelords after all.

A fair few classes get minor finishers like the archer, we got fusiliers, necromancers, priest, paragon, now hobyrim and you also shoot with gunblades that way, the usual reason is that designating something as a finisher is the only way to have a skill that fully uses your weapon stats and skill. Archer's hamstring move could work as an active or special, but it requires a dagger so you have to give up on using a 2h ranged weapon to access it, as I said, the move gives more purpose to a setup like that. Historically, archers would be reasonably armored and have a sidearm they're fairly competent with instead of trying to do the legolas point blank shot, so when they do get flanked the attack could go worse than expected, this surprise move is an homage of sorts to that.

Berserkers are supposed to be pure offense and they currently do their job well, if anyone wants a strong attacker with defensive skills he should use a swordmaster, that's what they're for.

A dex spear could exist, but I can't do a whole segment, they now have to cover 1h and 2h options in both the main and sidegrade flavor including as many elements in each as possible, there just isn't enough room to do dex spears too.

If I'm able to change the warren report portraits the other ones shouldn't be hard either, I wouldn't mind changing the portraits for soldiers if I'm able to match the art style. They're something of a staple in the series, however, so I'd have to pass it by the community first.

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Ok can I just back away and say that I want Draconic spellstrike because... of reasons? Like really good reasons totally unrelated to terror knights? Promise.

3 hours ago, raics said:

A fair few classes get minor finishers like the archer, we got fusiliers, necromancers, priest, paragon, now hobyrim and you also shoot with gunblades that way, the usual reason is that designating something as a finisher is the only way to have a skill that fully uses your weapon stats and skill. Archer's hamstring move could work as an active or special, but it requires a dagger so you have to give up on using a 2h ranged weapon to access it, as I said, the move gives more purpose to a setup like that. Historically, archers would be reasonably armored and have a sidearm they're fairly competent with instead of trying to do the legolas point blank shot, so when they do get flanked the attack could go worse than expected, this surprise move is an homage of sorts to that.

That's exactly my issue with this approach. I didn't even know there were other free finishers available because there simply isnt nothing intuitive in the game to say that these are there in the first place!

Reworking those into skills would not only make for better aesthetics, it would actually inform the player that those actually exist! without having to go through the gigantic changelog doc. It's a win no matter what.

In the archers case it would be something like this: 

Skill Cripple (Active, 50 TP), next dagger melee strike will inflict bind with 100% acc (Think T Knights Fear strike). Price 120 skill points or something.

 

4 hours ago, raics said:

Berserkers are supposed to be pure offense and they currently do their job well, if anyone wants a strong attacker with defensive skills he should use a swordmaster, that's what they're for.

I could use the same argument for archers, yet here we have them inflicting silence and poison. Take a look into how characters such as Tryndamere work, he's a perfect example of a Berserker, and yes they CAN have self sustain, it wouldnt take away from their theme, it would just keep their skill slots more busy and make them more interesting to use. 

Swordmasters are about avoiding, countering, ultility and grace. Berserkers can be pure damage dealer brutes running on TP gasoline. It's awesome design and their positions don't overlap at all.

 

4 hours ago, raics said:

If I'm able to change the warren report portraits the other ones shouldn't be hard either, I wouldn't mind changing the portraits for soldiers if I'm able to match the art style. They're something of a staple in the series, however, so I'd have to pass it by the community first.

 

It's only fair, I wouldn't have it any other way.

 

Also, some minor things I've seen in Neutral.

 

-When rescuing Cerya from Oz, even if you bring Cistina she won't say her lines. The reason for that is that apparently whoever gets a turn first gets the dialogue (From Bayin, Folcurt and Cistina) and the others stay without. The issue is that in the Vanilla Cistina would be much faster and would usually get dialogue preference, here if you bring Bayin as a mage, it's almost guaranteed he will talk to Cerya instead of Cistina, since he is much faster with lighter gear. Just a small tidbit, vexed me a bit, because it's obvious that Cistina is the one who should get dialogue preference here.

 

-While I do really like the evacuation system, using it on the 3 nobodies from the neutral route will send them straight home, and we wont get their dialogue from reviving them. It's a minor thing, but since it's basically all the interaction we will ever have with these characters, I missed their dialogue there.

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7 hours ago, OneV8 said:

I could use the same argument for archers, yet here we have them inflicting silence and poison. Take a look into how characters such as Tryndamere work, he's a perfect example of a Berserker, and yes they CAN have self sustain, it wouldnt take away from their theme, it would just keep their skill slots more busy and make them more interesting to use. 

Swordmasters are about avoiding, countering, ultility and grace. Berserkers can be pure damage dealer brutes running on TP gasoline. It's awesome design and their positions don't overlap at all.

 

-When rescuing Cerya from Oz, even if you bring Cistina she won't say her lines. The reason for that is that apparently whoever gets a turn first gets the dialogue (From Bayin, Folcurt and Cistina) and the others stay without. The issue is that in the Vanilla Cistina would be much faster and would usually get dialogue preference, here if you bring Bayin as a mage, it's almost guaranteed he will talk to Cerya instead of Cistina, since he is much faster with lighter gear. Just a small tidbit, vexed me a bit, because it's obvious that Cistina is the one who should get dialogue preference here.

 

-While I do really like the evacuation system, using it on the 3 nobodies from the neutral route will send them straight home, and we wont get their dialogue from reviving them. It's a minor thing, but since it's basically all the interaction we will ever have with these characters, I missed their dialogue there.

You can't really use that argument here, berserker is frontline dps, swordmaster is an evasive all-rounder, spellblade is a light supporter tank, 'pure long range dps' is what archers were in vanilla and in the mod they are a backline harassment unit, art of war only reinforces that role. When berserkers need self-sustain it's usually tied to their dps in some way, with life leech or on-kill effects which are either tricky or impossible here, but the main thing is that berserkers tend to have that when they are on their own, this is obviously a team game so your healers and supporters are their sustain.

Minor finishers are usually tied to the only weapon the class can use so you will get them eventually, there's no decision to be made depending on it so the lack of information isn't an issue. For archer or necromancer it's just an extra to spice up the setups you won't normally use with the class, and those that like to plan everything ahead will use my class table anyway because the game doesn't tell you which skills or spells can the class learn so it's nothing out of the norm and I could just add the minor finishers in there.

The dialogue issue can't really be solved elegantly because I can't make a character or an entire class faster or slower just because of that or reintroduce revives, it would be nice to have both but in cases where I have to choose between lore and gameplay it's gameplay first.

Edited by raics

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6 hours ago, raics said:

You can't really use that argument here, berserker is frontline dps, swordmaster is an evasive all-rounder, spellblade is a light supporter tank, 'pure long range dps' is what archers were in vanilla and in the mod they are a backline harassment unit, art of war only reinforces that role. When berserkers need self-sustain it's usually tied to their dps in some way, with life leech or on-kill effects which are either tricky or impossible here, but the main thing is that berserkers tend to have that when they are on their own, this is obviously a team game so your healers and supporters are their sustain.

Minor finishers are usually tied to the only weapon the class can use so you will get them eventually, there's no decision to be made depending on it so the lack of information isn't an issue. For archer or necromancer it's just an extra to spice up the setups you won't normally use with the class, and those that like to plan everything ahead will use my class table anyway because the game doesn't tell you which skills or spells can the class learn so it's nothing out of the norm and I could just add the minor finishers in there.

The dialogue issue can't really be solved elegantly because I can't make a character or an entire class faster or slower just because of that or reintroduce revives, it would be nice to have both but in cases where I have to choose between lore and gameplay it's gameplay first.

In the berserkers case that's why I suggested the HP infusion skill. It's an indirect life steal, since damage reaps TP and that gets turned into life. And Tryndamere IS a teams game character. I mean, you have to at least admit that the HP infusion skill fits the berserker thematically. If it would be balanced or not, it's another matter.

Also I didn't quite get what you meant about the intuitiveness of which skills, spells and stuff are available. Unless we're talking about scavenging, the game clearly tells you if you can or not use a spell or skill and which classes can equip said spells or skills. There's literally nothing pointing out that archers have a bind finished when equipping knives, for instance. But yeah, I didn't get to see many of these yet. Necromancer still lvl 1.

Thoughts on giving the Canopus Vartan, anatomy? Thought about it since non human classes usually have it, so why not a special one. Would gladly replace air magic with it, since his int is so low.

I really want that draconic spellstrike. Making Denam addicted to black lizard cocaine will hinder his leadership's skills (and my pockets) long term.

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17 hours ago, OneV8 said:

In the berserkers case that's why I suggested the HP infusion skill. It's an indirect life steal, since damage reaps TP and that gets turned into life. And Tryndamere IS a teams game character. I mean, you have to at least admit that the HP infusion skill fits the berserker thematically. If it would be balanced or not, it's another matter.

Also I didn't quite get what you meant about the intuitiveness of which skills, spells and stuff are available. Unless we're talking about scavenging, the game clearly tells you if you can or not use a spell or skill and which classes can equip said spells or skills. There's literally nothing pointing out that archers have a bind finished when equipping knives, for instance. But yeah, I didn't get to see many of these yet. Necromancer still lvl 1.

Thoughts on giving the Canopus Vartan, anatomy? Thought about it since non human classes usually have it, so why not a special one. Would gladly replace air magic with it, since his int is so low.

I really want that draconic spellstrike. Making Denam addicted to black lizard cocaine will hinder his leadership's skills (and my pockets) long term.

Sure, berserker could have a skill like that in another kind of game, but he doesn't need it here and probably shouldn't have it.

I meant that you don't know exactly which skills and spells your class can use until you obtain all spells and fully level some other class that can use those skills because they don't show at level 1, compare with something like the FF12 license board where you know in advance which skills and spells the class will be able to use.

Hawkmen count as humans so they can't have anatomy, Tamuz can use it with some of his classes because ravenmen count as umbra.

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16 hours ago, raics said:

Sure, berserker could have a skill like that in another kind of game, but he doesn't need it here and probably shouldn't have it.

I meant that you don't know exactly which skills and spells your class can use until you obtain all spells and fully level some other class that can use those skills because they don't show at level 1, compare with something like the FF12 license board where you know in advance which skills and spells the class will be able to use.

Hawkmen count as humans so they can't have anatomy, Tamuz can use it with some of his classes because ravenmen count as umbra.

Well, what else can I say, I hope gods light touches you one day.

But I want to ask some questions about chapter 4 if that's ok.

Seems like I got to the point where you haven't touched enemy skills. It's a bummer really. But not only that, some of our character skills and jobs feel off.

-Cerya being a Valkyrie for instance (you mean for her to be a dragoon, right?)

-Lots of annoying card drops.

-Special items not dropping 100%.

-Nothing skills all over everyone, including our guys.

My question in this case is about Ehlrig. What are your plans for him?

I think his current Sprite is perfect, very guerrilla like, but he being a cleric not so much. So I thought rogue or warrior fits best, and from these I prefer warrior since we never get a warrior special character, and you already included Sarah as a rogue.

This makes come to the conclusion that I find beast masters generic Sprite and portrait perfect for the warrior class. One weird thing you could do is make either make gunpp a named generic, by turning all warriors into beast masters and turning all beast masters into a version of gunpp's sprites (no idea for the female version), or you could give gunpp a special class, since he is an actual unique, he deserves it, no doubt about it.

I also wanted to ask about the RT advantage thing special characters have. I remember in the vanilla there were some characters that worked just like normal generics and chamos who was actually worse than a normal generic. Was this fixed in OV? What about our boy Ehlrig and that Donnalto's replacement?

Whew. Will we ever have get a Matra, what about a special swordmaster thats not hobyrim?

Last but not least, I'll just go ahead and ask.

How to use Warlocks tips and tricks?

Edited by OneV8

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6 hours ago, OneV8 said:

Well, what else can I say, I hope gods light touches you one day.

But I want to ask some questions about chapter 4 if that's ok.

Seems like I got to the point where you haven't touched enemy skills. It's a bummer really. But not only that, some of our character skills and jobs feel off.

-Cerya being a Valkyrie for instance (you mean for her to be a dragoon, right?)

-Lots of annoying card drops.

-Special items not dropping 100%.

-Nothing skills all over everyone, including our guys.

My question in this case is about Ehlrig. What are your plans for him?

I think his current Sprite is perfect, very guerrilla like, but he being a cleric not so much. So I thought rogue or warrior fits best, and from these I prefer warrior since we never get a warrior special character, and you already included Sarah as a rogue.

This makes come to the conclusion that I find beast masters generic Sprite and portrait perfect for the warrior class. One weird thing you could do is make either make gunpp a named generic, by turning all warriors into beast masters and turning all beast masters into a version of gunpp's sprites (no idea for the female version), or you could give gunpp a special class, since he is an actual unique, he deserves it, no doubt about it.

I also wanted to ask about the RT advantage thing special characters have. I remember in the vanilla there were some characters that worked just like normal generics and chamos who was actually worse than a normal generic. Was this fixed in OV? What about our boy Ehlrig and that Donnalto's replacement?

Whew. Will we ever have get a Matra, what about a special swordmaster thats not hobyrim?

Last but not least, I'll just go ahead and ask.

How to use Warlocks tips and tricks?

Sure, the chapter 4 isn't done yet, I'm doing it in the order from game files ch1, ch2 chaos, ch2 law, ch3 neutral, ch3 chaos, ch2 law, ch4. So, cerya will join as a dragoon, skills will be fixed, Ehlrig could be a warrior, why not. Swapping sprites around just like that doesn't work, however, the game won't load them and you will have blanks, the actual graphics have to be changed so that will happen when I fix the warren report.

The RT values were standardized, special characters have either a -2 or -4 advantage, depending on the character and uniques have -4 or -6. It goes towards their stat totals, so when vyce has -6 it means he has a lower total in other stats than, say, gildas who has -4. We can't get a matra class because those class slots can't be used by the player, and if we're missing a special character you can just use those codes to tweak anyone's appearance to your liking.

Warlocks can do a lot of things, their default role is mid range supporters but it's really up to you. If you want, you can do something like equip them for max defense, use only their buffs and stick them in front to hit things and get hit so they have the TP to empower your golem, or you can outfit them as a full caster and keep the back line ticking.

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On 2020/4/21 at 10:23 AM, OneV8 said:

How to use Warlocks tips and tricks?

From my experience, maximize AVD and physical DEF, equip him with a dagger that boosts MND with an effect to use to increase magic accuracy (Spellstrike), and let him spam shutdown magic (stop (ice magic), shackle (fire magic) or petrify (earth magic)). With cheap HP and MP restoration skills, he can finish the job extremely well. If MND is not high enough to guarantee accuracy after Spellstrike, then sacrifice some durability for more MND. In this build, Warlock cannot deal much damage himself (he can deal some mild damage by using Draconic magic) but I think it is much more rewarding to shut down enemies with nearly 100% successful rate, since, according to Lanchester's laws, it would be much easier to win the battle after shutting down some enemies.  Actually I think Warlock is too strong...

As for the boss with full ward, you may use the water magic that inflicts leaden + slow + RT delay, and it would be easy to kill the boss then. Besides the debuff magic mentioned above, there are a lot of useful supporting spells as well...

 

To say some digression, to shut down Cleric and Knight (who may use Divine magic to cancel shutdown state), you may use male Spellblade or Rogue with weapons having Sleep effect (a fan which is a variant of Dagger, and a blowgun) and employ their guaranteed attack skill for themselves and hit to make Cleric and Knight sleep. Or you may use Archer or Ninja to silence them with the help of Art of War.

Edited by mod4

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@raics

Some feedback:

-Death March doesn't count towards the allies slain counter (tried making a unit just use the potion, then tried to have a unit incapacitated and waited for the counter to reach 0, neither counted). So it doesn't help with titles, which is a bummer. Btw, is there a way to raise lost hearts back?

-Chapter 3 chaos Spellbinder on replay through world will have some pretty good active skills about being immune to attacks or something, which is awesome. But he never really uses these skills even when he both can and needs? Not sure if a bug, a issue with these skills or just a normal AI being dumb thing.

-Sidghe ring effect lasts too little and warping gets stopped by Rampart Aura, it's a bit underwhelming.

-Griffons (the only beast i've tested) ability to do damage is severely hindered at this moment, empower beast will barely up the damage to that of weakest humanoid units.

-Blunderbuss damage difference is too little from the other finishers to make up for the lack of range. It's very underwhelming right now.

-Blade Knight's Discord is very overpowered.

-Lord seems too dependent from the art of war command. Making it able to go into water without skills would be a step foward.

Am really enjoying warlocks and draconic spells right now, but even though some spell descriptions says it deals SLASHING or CRUSHING damage, no matter what using the same weapon the damage will be basically the same with all other spells. I think it would be cool to match some weapon types with some spells. Having cudgels and hammers do great Aura CRUSHING damage and meh Demon SLASHING damage for instance. It would be cool also if it raised weapon skill experience as well. Making them into true weaponized spells similar to those sword commands from FFT.

Edited by OneV8

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On 4/29/2020 at 12:21 AM, OneV8 said:

@raics

Some feedback:

-Death March doesn't count towards the allies slain counter (tried making a unit just use the potion, then tried to have a unit incapacitated and waited for the counter to reach 0, neither counted). So it doesn't help with titles, which is a bummer. Btw, is there a way to raise lost hearts back?

-Chapter 3 chaos Spellbinder on replay through world will have some pretty good active skills about being immune to attacks or something, which is awesome. But he never really uses these skills even when he both can and needs? Not sure if a bug, a issue with these skills or just a normal AI being dumb thing.

-Sidghe ring effect lasts too little and warping gets stopped by Rampart Aura, it's a bit underwhelming.

-Griffons (the only beast i've tested) ability to do damage is severely hindered at this moment, empower beast will barely up the damage to that of weakest humanoid units.

-Blunderbuss damage difference is too little from the other finishers to make up for the lack of range. It's very underwhelming right now.

-Blade Knight's Discord is very overpowered.

-Lord seems too dependent from the art of war command. Making it able to go into water without skills would be a step foward.

Am really enjoying warlocks and draconic spells right now, but even though some spell descriptions says it deals SLASHING or CRUSHING damage, no matter what using the same weapon the damage will be basically the same with all other spells. I think it would be cool to match some weapon types with some spells. Having cudgels and hammers do great Aura CRUSHING damage and meh Demon SLASHING damage for instance. It would be cool also if it raised weapon skill experience as well. Making them into true weaponized spells similar to those sword commands from FFT.

- The potion is there just to make skill poaching easier and less painful for the recipient, the warranty doesn't cover anything beyond the intended use. If your hearts went to zero you can't bring them back up.

- The AI is probably just being wack as usual, I've seen enemies use ivory tower before.

- Maybe, but I think there was some mention somewhere about warp removing the RT cost from movement, which does give it an edge of sorts over fly when there's no rampart around.

- Yes, it was a side effect of the armor rearrangement, it will be taken care of in next patch.

- It's a damage scaling finisher so it needs be fully charged to shine.

- Yup, I expected it will be too strong, I'll probably dial it down a bit.

- There's a ton of units that don't have waterstep and can't natively go into water, it's pretty common so we can't say that lord drew the short straw, he has a lot of useful things in that set too so it isn't as if we're taking it just for waterwalk.

- Might have mentioned it before when we talked about those minor finishers, but the only way to tie the ability fully to your basic attack damage is making it a finisher, and an ability can't be a spell and a finisher at the same time, also, you can't give it to multiple classes, it's either limited to one class or available to everyone that can equip that weapon type. You probably won't notice any difference in damage type when a low offense unit like warlock is attacking a high toughness unit because the damage overhead will be either very low or non-existent, the armor type vulnerabilities aren't a huge factor anyway and only kick in in some situations, the physical damage type on some abilities is mostly there to tell you that their damage overhead will be more easily resisted than for pure elemental abilities. That could be changed by moving a higher portion of damage to stats but that opens more cans of worms than it closes.

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17 hours ago, raics said:

- The potion is there just to make skill poaching easier and less painful for the recipient, the warranty doesn't cover anything beyond the intended use. If your hearts went to zero you can't bring them back up.

- The AI is probably just being wack as usual, I've seen enemies use ivory tower before.

- Maybe, but I think there was some mention somewhere about warp removing the RT cost from movement, which does give it an edge of sorts over fly when there's no rampart around.

- Yes, it was a side effect of the armor rearrangement, it will be taken care of in next patch.

- It's a damage scaling finisher so it needs be fully charged to shine.

- Yup, I expected it will be too strong, I'll probably dial it down a bit.

- There's a ton of units that don't have waterstep and can't natively go into water, it's pretty common so we can't say that lord drew the short straw, he has a lot of useful things in that set too so it isn't as if we're taking it just for waterwalk.

- Might have mentioned it before when we talked about those minor finishers, but the only way to tie the ability fully to your basic attack damage is making it a finisher, and an ability can't be a spell and a finisher at the same time, also, you can't give it to multiple classes, it's either limited to one class or available to everyone that can equip that weapon type. You probably won't notice any difference in damage type when a low offense unit like warlock is attacking a high toughness unit because the damage overhead will be either very low or non-existent, the armor type vulnerabilities aren't a huge factor anyway and only kick in in some situations, the physical damage type on some abilities is mostly there to tell you that their damage overhead will be more easily resisted than for pure elemental abilities. That could be changed by moving a higher portion of damage to stats but that opens more cans of worms than it closes.

-It actually makes sense if we're being fair, If you committed suicide the reports shouldn't say you've been KIA (But if I had known this I would have scavenged a lot more, since it doesn't messes with the incap/death titles, maybe put a little PSA in the changelog doc about it, so that people can enjoy the potion without worrying about titles ). But my question was towards missing hearts in living units (like if you still have one or two hearts left). Any way to regenerate them?

-IF the rt thing is true I should it makes up for the rampart aura thing enough, but i'd still up the duration by a turn or two, played through around 400 battles in my current save, aside from the first turn i'll see very little room for active item use.

-About Blunderbuss... That's interesting, I admitelly almost always use a finisher as soon as tp hits a hundred. Might be why there is those MAX TP skills (never tried them).

-Discord is pretty harmonic in the way it works though, I love it's design. Better to leave it overpowered than to ruin it, I say. Otherwise I do think you could get away with nerfing it GENTLY, or making it a skill special, I know I would use it.

-Is not that Lord drew the short straw. You've joined 2 spell commands in one (art of war), so for a unit that can all spells in the game, a command like that, whcih has all kinds of crazy utility is extremely strong and attractive. My suggestion is to be able to take my Lord without Art of war and not feel like I'm missing out on so many things. But I'm not suggesting waterstep, just that he'd be able to imperfectly walk  while submerged in water tiles like archers, valkyries and juggernaults. Denam would never be scared of walking in a little puddle.

-By the way, when learning Art of War spells, even if you fit all the requirements the game will warn you about your skills and levels, a very minor thing I'm sure you've noticed.

- Also, Wind Shot is..., not worth it, it's not even air augmented, tried it with a hammer, and it didn't make a difference. Could you make this special into a Canopus only (Air augmented) finisher? Probably not, I'm pretty sure you can only get away with it with Hobyrim because Blade Knight is exclusive to one character and that class can only equip one weapon... Damn.

- About Draconic spells, I think I understand. Just want to say that I'm trying a 2h Hammer divine augmented Lord (lvl 30~) build right now, and Aura/demon will deal 240~ or so avg damage. Damage differences between those two spells will be from 2~6 points probably (which is the elemental augmentation effect I guess).

 

As always thanks for your work. Just finished the game a second time on chaos, got the two 0 incaps/deaths titles the first time and the two 1-10 incaps/death titles the second. If this keeps up I might be able to make my first perfect save, and god knows I would have already given up have I been playing vanilla. Balance goes a long way into making things fun.

 

Edited by OneV8

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14 hours ago, OneV8 said:

-It actually makes sense if we're being fair, If you committed suicide the reports shouldn't say you've been KIA (But if I had known this I would have scavenged a lot more, since it doesn't messes with the incap/death titles, maybe put a little PSA in the changelog doc about it, so that people can enjoy the potion without worrying about titles ). But my question was towards missing hearts in living units (like if you still have one or two hearts left). Any way to regenerate them?

-IF the rt thing is true I should it makes up for the rampart aura thing enough, but i'd still up the duration by a turn or two, played through around 400 battles in my current save, aside from the first turn i'll see very little room for active item use.

-About Blunderbuss... That's interesting, I admitelly almost always use a finisher as soon as tp hits a hundred. Might be why there is those MAX TP skills (never tried them).

-Discord is pretty harmonic in the way it works though, I love it's design. Better to leave it overpowered than to ruin it, I say. Otherwise I do think you could get away with nerfing it GENTLY, or making it a skill special, I know I would use it.

-Is not that Lord drew the short straw. You've joined 2 spell commands in one (art of war), so for a unit that can all spells in the game, a command like that, whcih has all kinds of crazy utility is extremely strong and attractive. My suggestion is to be able to take my Lord without Art of war and not feel like I'm missing out on so many things. But I'm not suggesting waterstep, just that he'd be able to imperfectly walk  while submerged in water tiles like archers, valkyries and juggernaults. Denam would never be scared of walking in a little puddle.

-By the way, when learning Art of War spells, even if you fit all the requirements the game will warn you about your skills and levels, a very minor thing I'm sure you've noticed.

- Also, Wind Shot is..., not worth it, it's not even air augmented, tried it with a hammer, and it didn't make a difference. Could you make this special into a Canopus only (Air augmented) finisher? Probably not, I'm pretty sure you can only get away with it with Hobyrim because Blade Knight is exclusive to one character and that class can only equip one weapon... Damn.

- About Draconic spells, I think I understand. Just want to say that I'm trying a 2h Hammer divine augmented Lord (lvl 30~) build right now, and Aura/demon will deal 240~ or so avg damage. Damage differences between those two spells will be from 2~6 points probably (which is the elemental augmentation effect I guess).

 

As always thanks for your work. Just finished the game a second time on chaos, got the two 0 incaps/deaths titles the first time and the two 1-10 incaps/death titles the second. If this keeps up I might be able to make my first perfect save, and god knows I would have already given up have I been playing vanilla. Balance goes a long way into making things fun.

 

- Yeah, elixirs still work so you can bring the heart count back up when it isn't zero.

- Discord has to stay a finisher because it wouldn't scale with your katana skill, but it should still be possible to nerf it, gently of course.

- Dunno if denam would be all that keen to enter water in his lordish finery, he's probably unused to it, and I honestly don't think it would make art of war much less attractive, it would just make one spell in there a bit pointless.

- Yeah, can't make windshot a finisher, it can be improved in other ways if it's weak, though, not like I exhausted all the options.

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Continuing this from my rather long post on moddb.

Quote

 

Really enjoying this mod after having spent a total of 216 hours on it -- and I'm only on chapter 4, on my way to Heim (just finished Vanessan Way). I take my time, leveling/building your characters is just so damn fun. Still, I think I'm pretty overleveled with my main party (they're 36/37) by now, but because of level scaling, a decent challenge has been maintained. Now, however, it seems that enemies don't scale all the way up in story battles (they're 33/34). I'm still playing 0.94a, by the way. I started playing 2019 and took several pauses because the game is so demanding. I had missed all the patches and, now, the changes are too great for me to update (might have to replay it with the latest patch one day).

While I have nothing but good things to say about your mod, I think that the game itself is lacking much in interface/text display/quality-of-life features, to a point that is almost hard to tolerate for a command-based game that is all about interface and usability.

Some of the most noteworthy issues:
-Class is not displayed when targeting units, it's only shown in the help text when free scrolling. This is very frustrating when targeting non-human units that all look the same, you have to exit the active character's menu to check the classes and then remember it. This is a basic interface/text issue and probably impossible/hard to fix in a mod.
It shows as:
"Lv. 03 Denam"
When it should be:
"No. 01 Denam
Lv. 03 Knight"

-Tarot cards have similar issues, where the stat is not displayed anywhere. You have to exit the active character's menu to check the stats. Maybe this could be rectified by having the stats after the card's name: "The Magician (INT)", "The High Priestess (MIND)", etc.

-In the active character's act/skills sections, there's no way to quickly check the stats of a spell/item, without having to go to the condition screen. A function to hide/show the infobox with triangle could easily have resolved this. Such an unnecessary design oversight. Just like the previous two issues, this means too much back-and-forth, which becomes quite patience-testing over time. Also, no mention of vertical limit anywhere (if there even is one for aoe spells).

-Hit chance (%) for status effects is not displayed separately for spells/weapons with both damage and a status effect. Since not all spells apply their status effects 100% of the time (like Poison spells, I think), this is a little frustrating. Could you add this to the help text, perhaps? For 2H Swords, for instance: "May inflict STAGGER (40%)". I know it's in the mod document, but it's a little much to always have to look it up.

-The shop has multiple issues: you can't craft multiple items at once; you can only see equipment/inventory or price, not both, even though there's plenty of space at the bottom for the "Equipped/Inventory" display; and you can't see stats for craftable items before actually crafting them.

Still, really enjoyed this mod. Maybe one day Square-Enix will make another edition of this great game where they resolve these issues, add a hard mode with better AI and enemy setups and maybe include some of the changes from this mod.

 

raics's reply:

Quote

Yeah, there are quite a few UI choices that are a bit weird and could be improved. I added the info about which stats they raise when you hover the tarot card and a few other tweaks here and there, but there isn't much I can do about most of it. Technical difficulties aside, if the code was changed substantially we'd probably lose compatibility with original PSP hardware too and that's something I'd like to avoid even if it means some issues remain unresolved.
Maybe I could change the description of the class to include its name when you target the unit, so instead of "This class is your resident tank" it could say "[Knight] is your resident tank".

Anyway, thanks for trying it out, good to hear you still liked the whole experience despite the issues :)

About class names, aren't they shown first in the top info text when you hover over a unit? By help text, I meant the top text, to clarify.

to_ngp_class_hover.thumb.jpg.2bb51b65a8077e349598a1b4a2c21175.jpg

It's when you target a unit that it only says "Select a target" or something and since non-human units all look the same, you have to exit then hover over the unit again to see its class.

About tarot cards, if you change the name of the card to include the stat, does it show in the bottom left? So if you changed "The Empress" to "The Empress (MP)", would it show here:

to_ngp_card.thumb.jpg.214a511b692e87b8ba8ad118446e118a.jpg

As for the hit chance of weapons' status effects, perhaps it could be added to the general weapon description in the select help text, since most have the same accuracy.

to_ngp_2hswords.thumb.jpg.8062a375acfdd633d39551b8e6a2f235.jpg

What about changing this to

Swords (2H) [HEAVY] [STAGGER 40%]
Long blades that require both hands to be used effectively.

or

Swords (2H) [HEAVY]
Long blades that require both hands to be used effectively. May inflict STAGGER (40%), unless another status effect is stated.

I don't think "Weapon Type" is really needed there.

The same thing could be added to top text for spells with less than 100% accuracy. Example "May inflict POISON (50%)." I don't know if you can edit the top text freely or if you're limited to the original characters, since some text scroll past the right edge.

Some other minor text issues:

  • Maybe change uses of slash (/) to "and" or "or" for sake of consistency.
  • Strengthen and Fortify aren't in all caps for Siege and Steadfast.
  • I think the arcanas look better without the word "arcana" at the end. Some minor grammatical imperfections are perfectly acceptable in a mod, I think (when picking up the scrolls). Also liked most of the older spell names better, will miss Paralytic Wave and Icebrand. Perhaps you could change the Art of War spells to just use the basic names, too? So just "Decoy" instead of "Bodyswap Scroll" (or whatever it's called) and "[Something] Dance" instead of "Treatise on [Something or other]".

As you can see, I've now upgraded to 0.963b to see if I can adapt. There's certainly many equipment and spell changes that will take some time to get used to. I actually spent a lot of time getting two pairs of Arkhiatros Mitts, only for them to lose Healcraft (although I don't know if it was very useful to begin with). They instead have Tabula Rasa, which is pretty good, but has also been changed. I may report more after playing some more. Hope you'll consider my suggestions in this post.

Edited by LAN021
Some additions. Changed pic sizes, apologies if they are too big, don't know if this board has a thumbnail function.

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