Posted December 30, 2023 · Report post 53 minutes ago, zedorfed66 said: Wow you've really blasted through sh1 fast i know where ur coming from with not wanting to play ftnw. It IS kinda different. It still has demand though and I like it too so I'll be working on that. I really put lots of effort into this sh1 mod. Maybe even more than for Covenant by now so I'll gladly take any critic about these mods and especially the Covenant one. Happy new years to you and the rest btw! Hopefully next year's gonna be better than 2023 was. Happy new years to you too! Yeah I blasted thru it because i love SH1 and ur mod is fantastic. The most hilarious part of the mod for me was the final bosses. I ended up killing both of them in 1 hit. Seraphic Radiance -> For everyone -> Silver hand -> Monkey Paw -> 5th key killed Messiah Seraphic Radiance -> For everyone -> Silver hand -> Monkey Paw -> 7th key killed Metagod Metagod died before my 7th key even finished, cuz Yuri was hitting for 999 with each attack lmao. I already started your Godslayer Mod, i forgot how much more advanced of a game SH2 is comapred to one haha. Share this post Link to post Share on other sites
Posted December 30, 2023 · Report post 5 hours ago, twigglypuff said: Happy new years to you too! Yeah I blasted thru it because i love SH1 and ur mod is fantastic. The most hilarious part of the mod for me was the final bosses. I ended up killing both of them in 1 hit. Seraphic Radiance -> For everyone -> Silver hand -> Monkey Paw -> 5th key killed Messiah Seraphic Radiance -> For everyone -> Silver hand -> Monkey Paw -> 7th key killed Metagod Metagod died before my 7th key even finished, cuz Yuri was hitting for 999 with each attack lmao. I already started your Godslayer Mod, i forgot how much more advanced of a game SH2 is comapred to one haha. Yeah I've heard before how op the items in sh1 can be. I havent used those myself. I used 3rd keys cause they're purchasable. I might make some adjustments at some point. Thanks for the feedback and enjoy Covenant! Share this post Link to post Share on other sites
Posted December 30, 2023 · Report post 11 minutes ago, zedorfed66 said: Yeah I've heard before how op the items in sh1 can be. I havent used those myself. I used 3rd keys cause they're purchasable. I might make some adjustments at some point. Thanks for the feedback and enjoy Covenant! Sorry for another quick reply. I looked up the items of Shadow Hearts and it's only the Silver Hand that kills it all making user hit everytime. The other applied things only work so efficiently cause you hit everytime using that item. I might change that item's name and make it give mana for all party members for example. I'm sorry for being so clumsy and realizing this just now. Share this post Link to post Share on other sites
Posted December 31, 2023 · Report post 21 hours ago, zedorfed66 said: Sorry for another quick reply. I looked up the items of Shadow Hearts and it's only the Silver Hand that kills it all making user hit everytime. The other applied things only work so efficiently cause you hit everytime using that item. I might change that item's name and make it give mana for all party members for example. I'm sorry for being so clumsy and realizing this just now. haha yup! Silver hand is the answer here, because executing key to success + 7th key is not easy to do well, but silver hand makes it a garuntee. I am enjoying SH:C so far, I'm about to fight the SG Italy HQ Boss. SH:C feels so good to play. Share this post Link to post Share on other sites
Posted December 31, 2023 · Report post 2 hours ago, twigglypuff said: haha yup! Silver hand is the answer here, because executing key to success + 7th key is not easy to do well, but silver hand makes it a garuntee. I am enjoying SH:C so far, I'm about to fight the SG Italy HQ Boss. SH:C feels so good to play. Thanks for playing through my Covenant mod! All the best for the new year for you and the rest of the community! <3 Share this post Link to post Share on other sites
Posted May 2, 2024 · Report post Hello. Here I sneak a new update for Imbroglio. v3.5 rebalances the random encounter enemies stats, exp and cash between Shanghai and Calios Mental Hospital to make them better. I took careful look at the exp amounts and changed them based on the enemies stats. Most enemies now grant more exp & cash than before and some enemies that appear in smaller groups have more agility. Blue Castle enemies have a bit lower strength and magic but more health. Increased stats also increase the exp & cash. There's also another change that has to do with Silver Hand Item. Silver Hand now ups strength and magic for 5 turns on 1 character. This should prevent the cheese of late bosses. Share this post Link to post Share on other sites
Posted May 6, 2024 (edited) · Report post Hi and sorry for taking so long. v3.60 is continuation to previous patch that ups boss experience and cash from Shanghai onwards to reflect the stats. I've been hesitant to up boss exp in this game cause the cap is a bit over 65 000. So now most optional and Float bosses go with 65k exp. Edited May 6, 2024 by zedorfed66 Share this post Link to post Share on other sites
Posted May 7, 2024 · Report post Hello. For some reason Sergeants in Shanghai ended up giving too little exp and cash. v3.65 ups them. Share this post Link to post Share on other sites
Posted May 8, 2024 · Report post Looks like the exp and cash raise on Sergeants wasn't enough. v3.70 raises them a bit more. It should be good now. Share this post Link to post Share on other sites
Posted January 3 · Report post After playing through the beginning I felt like update was in place. v3.80 ups the exp and cash amounts from the bosses before Shanghai. I wonder why I hadn't done that before but it's fixed with this patch. I'll continue through the rest of the game to see if there's more things to fix. I suspect very little is off with this mod the way it stands at this point though. Share this post Link to post Share on other sites
Posted January 13 · Report post New Shadow Hearts update. I noticed I had set random encounter enemy exp and cash grant too high so v4.00 lowers it starting from Shanghai onwards until Mental Hospital. After that everything remains the same as before. This should add some levelling accomplishment feeling so rewards aren't coming too hard on conveyor belt. Share this post Link to post Share on other sites
Posted January 25 · Report post Hello! It seems I lowered the exp and cash of the enemies of Blue Castle a bit too much in previous update. v4.10 ups them a bit. Kuihai Tower enemies get a raise as well to contrast this change since they're connected. Share this post Link to post Share on other sites
Posted February 2 · Report post Hello again peeps, it's another patch for Imbroglio. It was bothering me that Drain Touch remained unused with Keith already having Blood Sucker learned when you get him. So now Drain Touch is as powerful as Blood Sucker was before and you will learn Blood Sucker as a more powerful version at lvl 50. Drain Touch costs 40 MP and Blood Sucker 80. Keith's Larva power increased the way it is a bit more powerful than Blood Sucker. Another change is Halley's 120MP costing ultimate power increased to make up for being single target spell. Share this post Link to post Share on other sites
Posted March 10 (edited) · Report post Hello again, it's time for an important patch for sh1! I've made several changes for v4.50. The biggest being the dark element fusion monsters. Before they had the MP draining ability. But this combats against challenge making the enemies lose MP. In SH1 enemies can run out of MP forcing them to abandon MP abilities and using physicals only. v4.50 changes these MP draining abilities into HP drains. Death Emperor's new ability is called 'Life Drain' costing 50 MP draining small amount of HP, Charon's 'Vampiric Pillage' costing 100 MP draining medium amount of HP and Czernobog's 'The Great Feast' costing 150 MP draining large amount of HP. These abilities cost lots of MP but I've tested them and they're on line with the other fusions. Dark element fusions are powerful forms that deal good physical damage, have magic buff and take more healing from Light element magic. With these changes Czernobog can be used all the way to the final boss as an option to the other fusions. I've also done some fine tuning on several bosses: Beast Dog, Yamaraja: Wind & Olga 2 HP up a bit. Orphanage bosses, Mental Hospital bosses & Nemeton bosses HP and agility up a bit. Another small change: Badger Devil stats, Exp & Cash rewards down to go better with the game dialogue. Edited March 10 by zedorfed66 Share this post Link to post Share on other sites
Posted March 10 · Report post Forgot to mention the drains are dark element, so they work best vs light element enemy and worst on dark. Share this post Link to post Share on other sites
Posted March 20 · Report post Hello! An Exp & Cash rewards balancing update. v4.70 reduces the Exp & Cash of Nemeton Ruins random encounter enemies by a bit to make up for increased Rausan and Olga Exp. Doll House enemies Exp & Cash decreased by a bit as well. Cave Temple and Ancient Ruins enemies Exp & Cash increased. The Float enemies Exp & Cash decreased a bit except 'Emptiness' enemy which gets Exp & Cash boost. I made the changes looking at each enemy individually, for example in Doll House now 'Spanky' is 5x Exp, 'Ghoul' 6x and 'Ghouler' 7x. Share this post Link to post Share on other sites
Posted March 25 · Report post Hello people and thanks for all the downloads of my mods all these years. It means a lot to me <3 v4.75 is a small patch that makes characters learn their element Edge skills 1 level sooner. With this change Zhuzhen gets his Fire Edge at lvl 8 instead of level 9 when Water Yamaraja has already been beaten… Duh I shouldve made this change way sooner. Oh well better late than never. Share this post Link to post Share on other sites
Posted March 28 · Report post Another small patch. I think I had overtuned the 4 Masks a bit. v4.85 lowers their strength and magic the way they're meant to be fought in Nemeton Monastery Ruins after Alice gets her Arc at lvl 63. Share this post Link to post Share on other sites
Posted April 11 · Report post Hey again. v4.90 is a fine tuning patch for couple of character spells. Margarete's 'On Switch' power increased and Keith's 'Larva' power decreased. Now they both go with x 1.5 multiplier like Halley's 'Shock Max'. Share this post Link to post Share on other sites
Posted April 11 · Report post Sorry for the patch bombardment. v4.95 lowers the cost of Seraphic Radiance's 'For The Children' ultimate spell from 200 MP to 160 MP. It's cause I upped 'For Tomorrow' before and that ability heals party where 'For The Children' doesn't. Share this post Link to post Share on other sites
Posted April 14 · Report post Hello! I consider this an important patch. v5.10 adds health restoring effect to Margarete's 'Pain Killer' ability. In addition to curing all ailments like before now it heals for between 'Nourishing Potion's' good and perfect inputs. So if Zhuzhen misses his perfects it restores a bit more. 'Pain Killer' is now non-elemental ability making it restore equal amount of life to all characters where Zhuzhen's ability is Light restoring more to Dark element and less to Light. 'Pain Killer' now costs 40 MP and can also be used outside of battles. Yes, no more need to keep using those pesky Thera items while leveling Keith and Margarete. It's especially useful in the Dehuai fight where you need that 200 HP on Marge that Thera Seeds can't always accomplish. Share this post Link to post Share on other sites
Posted April 15 · Report post I regret setting 'Pain Killer' to non-element. There should be payoff for using the Light element so v5.15 changes 'Pain Killer' to Light element making it heal Dark element more and Light less. Everything else stays the same. Share this post Link to post Share on other sites