raics

Feedback and Suggestions

222 posts in this topic

Is Guardian Force working as intended?  When the enemy is supposed to hit my first unit for 100 it does 50 and the knight only takes 25.  Should they both take 50?

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To my knowledge, that's the way it's supposed to work, it's a strong ability.

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I think what it does is the original target takes the hit with its defense stat, then the knight takes the hit with his own defense, and both resulting damages are halved.

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Is it possible to change Art of War to use MP instead of TP? It just feels like TP is supposed to be for extra skills and finishers, not for "magic". As is, I'll never drop half the cost of a finisher just for a spell that does less than a normal attack would deal.

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28 minutes ago, DeNarr said:

Is it possible to change Art of War to use MP instead of TP? It just feels like TP is supposed to be for extra skills and finishers, not for "magic". As is, I'll never drop half the cost of a finisher just for a spell that does less than a normal attack would deal.

Damage ninjutsu is situational, nifty when you can't reach with an attack, don't want to stick your squishy nose too far in front or for targets with very low magic defense but powerful TP abilities (like beasts, you definitely don't want to feed them TP). Using normal attacks should be preferable when both are an option.

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18 minutes ago, raics said:

Damage ninjutsu is situational, nifty when you can't reach with an attack, don't want to stick your squishy nose too far in front or for targets with very low magic defense but powerful TP abilities (like beasts, you definitely don't want to feed them TP). Using normal attacks should be preferable when both are an option.

I'm not sure what you mean about feeding them TP, since the base attack with 1h katanas actually gets rid of some of their tp.

 

Mostly though, I just love the idea of being able to mod/tweak games. This is a bit more difficult to mod than most games I've messed with though, and since you obviously know what you are doing, I was wanting to know if such a thing was even possible, and if so if you could point me in the right direction. I'm not wanting to try to convince you that you need to change your mod, just asking if you can help point me in the right direction so that I can tweak the game for my optimal enjoyability. I'm hoping that if I can figure this bit out, I'll have a better chance at being able to make other tweaks that I think would be nice (like giving Priests Meditate).

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Yeah, when you get hit by a normal attack you gain some TP so it generally isn't a good idea to hit beasts with them.

Sure, it's possible and not terribly hard, you just change one byte from 3 to 2 and set the amount if needed. However, you'd also need to give ninjas base MP value and growth, as well as enable them to have MP in the first place.

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I can't seem to get the mod to work on my PSP.

I'm using the 1.5 US ISO Patch and I am using UMDGen to apply the PPF, but it keeps giving me an error whenever I try to boot up the game.

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Posted (edited)

7 hours ago, bob21897 said:

I can't seem to get the mod to work on my PSP.

I'm using the 1.5 US ISO Patch and I am using UMDGen to apply the PPF, but it keeps giving me an error whenever I try to boot up the game.

Yeah, modding the iso for psp can be problematic, it probably runs fine on an emulator. Try the patching method from moddb version of the mod on a fresh iso, that should work.

7 hours ago, Valenhil said:

War dances are still really bad, though.

Dunno, the slow and charm ones are decent, heal is always good to have and the one that doubles your TP can be useful, I'll probably tweak the other ones a bit at some point.

Edited by raics
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16 hours ago, raics said:

Yeah, when you get hit by a normal attack you gain some TP so it generally isn't a good idea to hit beasts with them.

Sure, it's possible and not terribly hard, you just change one byte from 3 to 2 and set the amount if needed. However, you'd also need to give ninjas base MP value and growth, as well as enable them to have MP in the first place.

After working on this all day, I have to ask. How did you figure out where all the data is located? I feel like I'm blindly guessing with a hex editor, and needing to run UMDGen between each test. I have to imagine you had a better / more efficient way when making an entire mod. Even after finding Edea's post that shows the starting location of many of the categories, it still seems to be blind guessing from that point.

That said, whether you figured out a better method, or just checked one by one, it really shows how much effort you've put into your mod. Great work.

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5 hours ago, DeNarr said:

After working on this all day, I have to ask. How did you figure out where all the data is located? I feel like I'm blindly guessing with a hex editor, and needing to run UMDGen between each test. I have to imagine you had a better / more efficient way when making an entire mod. Even after finding Edea's post that shows the starting location of many of the categories, it still seems to be blind guessing from that point.

Some things were found by deduction and tables aren't hard to spot if you know the rough location. Patching the iso to check it every time would be way too slow so I'm usually testing stuff in real time with a ram editor like artmoney or cheatengine.

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42 minutes ago, raics said:

Some things were found by deduction and tables aren't hard to spot if you know the rough location. Patching the iso to check it every time would be way too slow so I'm usually testing stuff in real time with a ram editor like artmoney or cheatengine.

 

I didn't realize that cheatengine could be used that way. I'd only really used it before for changeable values (search a number, change value, search again, etc.). Would you be willing to send me (or post) some of the tables you've used?

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9 minutes ago, DeNarr said:

 

I didn't realize that cheatengine could be used that way. I'd only really used it before for changeable values (search a number, change value, search again, etc.). Would you be willing to send me (or post) some of the tables you've used?

I was using tables when testing damage scaling but not for much else, there's way too much data for cheat tables. I've got some starting addresses marked down instead and then just access the ram section I need directly

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Well, I managed to get to it work on my PSP after following your suggestion.

I have only played a tiny bit.

My only criticism right now is that the sprite changes are a bit distracting and even more so that they don't carry over to the story cutscenes.

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2 hours ago, jullian29 said:

are the equipment sets still the same with the vanilla?

Yup, changing them is too much work and there's no reason to.

1 hour ago, bob21897 said:

Well, I managed to get to it work on my PSP after following your suggestion.

I have only played a tiny bit.

My only criticism right now is that the sprite changes are a bit distracting and even more so that they don't carry over to the story cutscenes.

Sure, I'll get to changing them in the cutscenes eventually.

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Posted (edited)

Well, what I'm trying to say is that it doesn't really add anything to the game and it shouldn't be a priority, but hey, you do you.

So far the mod has been great. I have never had Canopus die at the Tynemouth Hill story battle and to my surprise he permanently dies if you let him.

I love it.

Is it possible to make Cudgel mastery increases your magic stats?

Edited by bob21897
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Noticed that War Hammer seems to be dealing piercing damage. I made some edits to my ISO though, so I'm not sure if it comes from a mistake of mine xD

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15 hours ago, bob21897 said:

Is it possible to make Cudgel mastery increases your magic stats?

Not really, but it's pretty much the same as giving cudgels a higher int bonus, it gives spells damage and accuracy, same as weapon mastery adds damage and accuracy worth a few points in str/dex and agi.

1 hour ago, Lyrinix said:

Noticed that War Hammer seems to be dealing piercing damage. I made some edits to my ISO though, so I'm not sure if it comes from a mistake of mine xD

It does piercing damage in vanilla and I haven't changed it, in my current working version it's crushing but it doesn't make a huge difference, crushing is slightly better versus heavy armor and piercing versus cloth.

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Hi Raics,


Again, not sure if intended (or I fucked things up), but my battle with Lanselot in Law route Chapter 4 (the one where you fight him for the first time) has him equipped with a War Hammer - despite having 2H Swords as a skill (and no Hammer, which makes him hilariously inept at wielding it), and all his finishing moves linked to Swords. Makes for a pretty underwhelming experience, to say the least xD

Edited by Lyrinix
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He can equip anything, so it works like this, if the weapon for that battle isn't specified he will be autoequipped under 'maximize attack/defense/spells' or whatever template he's set to, and that's kinda wonky because he will pick the weapon that gives him the highest ATK stat, which are usually those he has the skills for but not necessarily so. He should be having 1h sword skill in that battle, which is a vanilla game error I'll eventually get around to fixing.

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