Posted October 29, 2017 · Report post Tried, can't reproduce. Snowman ends immediatly on victory here no matter what I do. Share this post Link to post Share on other sites
Posted October 29, 2017 · Report post I also had problems with the permanent Snowman bug when I played the Labyrinth of the Ice Walls over a month ago: Quote I've now had to restart the Labyrinth of the Ice Walls 4 times in a row. Once because of dying just a couple of screens before the save point, and 3 times I've had to restart because of an incurable Snowman bug. Occasionally if a character is turned into a Snowman at the end of a battle, the status becomes unhealable. Tinkle Rain won't heal it, neither will moving to another screen, or even touching a Gold Statue. If you want to reproduce the bug, try winning a battle at the moment when an enemy is using an ice breath animation (it's not a spell since it doesn't pause the game) to inflict Snowman status on your characters. Share this post Link to post Share on other sites
Posted October 29, 2017 · Report post I've experienced similar results with the petrify status. Maybe it has to do with status effects in general. I have also experienced some graphical glitching in path to the heavens and the area that you find salamando. Not quite sure what is triggering it but it seems to be certain tech/magic animations. Once the glitching is triggered, it only resets if I save at a Goddess and reset or return to a previous save. Hope that you find this somewhat productive, Praetarius. Share this post Link to post Share on other sites
Posted October 29, 2017 (edited) · Report post Sorry, I'm not interested in hunting down vanilla bugs. That graphic glitch is already known, it is caused by "something" that occurs over long playtime (save and load via savestates does not help in case you use that), especially spell animations - which will happen more often compared to vanilla. Ingame reload is the only cure for that. Or rather call yourself happy; that same thing can cause lockups and worse stuff. I wouldn't be surprised if the snowman thing is related to that as well. Edited October 29, 2017 by praetarius5018 Share this post Link to post Share on other sites
Posted October 30, 2017 · Report post So should I not use states at all? In certain areas even if I save at a goddess and then restart, I still encounter the graphic glitch. I only use save states to try multiple shop items that I cant afford all at once and also before bosses. Share this post Link to post Share on other sites
Posted October 30, 2017 · Report post Think of savestates like a timemachine; everything that happened between save and a later load did not happen. That bug I mean occurs after several hours in the same play session. In one of my cases it took 8-10 hours before it became easily visible. If you save ingame and then load ingame you start a new session. If you make a savestate, switch your emulator off, return later and reload your savestate to continue where you left off then you continue your old session. What can happen? more frequent slow downs palette mishaps monster AI disappearing (they become dummies, but also immortal sometimes) random game reset left over sprites from stuff that is long dead; like half od Dolan's arm sticking around spell animations running into an infinite loop ...this I recall reading an article once about a bug with spell animations with similar results (real hardware crashing) being a supposed reason why we never got an english version. Share this post Link to post Share on other sites
Posted November 4, 2017 · Report post v1.042 high AGL reduces weapon cooldown added effect to headgear tier helms to reduce weapon cooldown added effect to hero's crown tier helms to resist death effects added cap of 320 damage (400 with day bonus) for fraction damage spells like Half Vanish, Slime Prince special, etc. change a few regular enemies to resist snowman status effect fixed defense stats on Wind Demon Mail and Silverwolf Pelt corrected displayed name for Dark Lich's Anti Magic Share this post Link to post Share on other sites
Posted November 5, 2017 · Report post Is the AGL effect on weapon swing relative to LV or an absolute value? Share this post Link to post Share on other sites
Posted November 5, 2017 (edited) · Report post AGL from 19 to 30 reduce weapon delay by 1-12 so 1 point per point over 18 and its halved for hawk and kevin for obvious reasons Edited November 5, 2017 by LittleBigTrouble Share this post Link to post Share on other sites
Posted November 5, 2017 · Report post Well, what he said, and the changed helms give -10 delay for single hitters, -5 for double hitters. Share this post Link to post Share on other sites
Posted November 9, 2017 · Report post Anti magic can still be bought from the markets right? Share this post Link to post Share on other sites
Posted November 9, 2017 · Report post yes. from the black market, 3k each - and considering how important that is I won't remove it from there Share this post Link to post Share on other sites
Posted November 12, 2017 (edited) · Report post Thanks for that. The ingame description threw me off a bit - I guess i was just expecting "casts anti-magic". Edited November 12, 2017 by sid Share this post Link to post Share on other sites
Posted November 29, 2017 · Report post Thinking of giving this mod a shot. But before that tho, this is the SD3 JP with english patches right? So I should patch a clean ROM first then add the English patch, etc., etc.? Share this post Link to post Share on other sites
Posted November 29, 2017 · Report post If you want to use one, a translation patch must be patched before this mod. Most use an english one, I develop on JP (not that I understand anything there) - no problems there for the most part. Then make sure your rom is unheadered (e.g. via SNESUtils) and then apply this mod. Next you can add one of the difficulty modifiers from the sub folder, the default patch is set to hard. Afterwards there are some minor bonus patches included in the misc_patches folder you can apply as well if you want, though there's no "undo" option for those, so keep a backup in case you find you dislike those extras. Share this post Link to post Share on other sites
Posted November 29, 2017 · Report post How would I know if it is unheadered? What's the file size if it is? Share this post Link to post Share on other sites
Posted November 29, 2017 · Report post headered 4097 kb unheadered 4096 kb Share this post Link to post Share on other sites
Posted November 29, 2017 (edited) · Report post OK cool, just patched the game, now what are the misc patches for? Some are obvious but two of them not so much. Edit: Oh never mind found it in the readme. What does PIE mean? Edited November 29, 2017 by Cross Share this post Link to post Share on other sites
Posted November 29, 2017 · Report post PIE = piety, most games would call it spirit instead Share this post Link to post Share on other sites
Posted December 1, 2017 · Report post Oh, so that's it...and btw happy fun times is kinda vague? Is it for difficulty or some other thing? Share this post Link to post Share on other sites
Posted December 1, 2017 · Report post There's a random chance that regular enemies get replaced on spawning. E.g. if I've placed a Molebear in a spot the game may randomly decide to give you a Poron or Myconoid instead. That patch adds some bosses to the potential replacements, only the small ones though; huge boss sprites kill the game obviously. They ARE scaled to the current area's level though. Share this post Link to post Share on other sites
Posted December 4, 2017 · Report post I have been playing a version of the game that does not include your patches with some friends. We just beat the first god beast. And now I discovered your amazing patches. But I don't we dont want to replay the whole game from the start. My idea is to solo rush through to the first god beast with the wuss difficulty patch and then switch to a more demanding difficulty patch to continue with my friends. Am I likely to encounter any problems with the safe files or other issues if I switch the difficulty mid playthrough? Share this post Link to post Share on other sites
Posted December 4, 2017 · Report post On 12/1/2017 at 6:10 PM, praetarius5018 said: There's a random chance that regular enemies get replaced on spawning. E.g. if I've placed a Molebear in a spot the game may randomly decide to give you a Poron or Myconoid instead. That patch adds some bosses to the potential replacements, only the small ones though; huge boss sprites kill the game obviously. They ARE scaled to the current area's level though. Ahh I see. Should have some text in the readme for that tho, the current one just doesn't describe the patch in detail. Share this post Link to post Share on other sites
Posted December 4, 2017 · Report post 1 hour ago, pfanne said: I have been playing a version of the game that does not include your patches with some friends. We just beat the first god beast. And now I discovered your amazing patches. But I don't we dont want to replay the whole game from the start. My idea is to solo rush through to the first god beast with the wuss difficulty patch and then switch to a more demanding difficulty patch to continue with my friends. Am I likely to encounter any problems with the safe files or other issues if I switch the difficulty mid playthrough? No, the difficulties are just an additional modifier applied after everything. You can switch between them at your leisure. Share this post Link to post Share on other sites
Posted December 4, 2017 · Report post 3 hours ago, pfanne said: Am I likely to encounter any problems with the safe files or other issues if I switch the difficulty mid playthrough? That is no problem, but you may have problems as a player since the patch has to change a few controls and expands what you can do in battle, e.g. run. When you start in the middle you basically skip all the "tutorial" time (this game has no explicit tutorial) you would have to get used to those changes. Share this post Link to post Share on other sites