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About Deschain

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    Final Fantasy VI
  1. Ice rod/fire rod/quarterstick are all working, as is fire sword, but doomstick doesn't appear to be using X-Zone anymore, just Doom. I've hit 18 Doom procs in a row, and 0 procs of X-Zone
  2. This happens against all non-flying enemies, but does not happen against flying enemies. So it ends up with an invisible Mog on the battlefield. He can still attack and be attacked, and he can even do the blocking animation, but his sprite isn't there. If he then Jumps again and gets a non-throw, his sprite will return.
  3. Man eater: doubles damage against humans while jumping Zantetsuken: cleave still happens while jumping Monet Brush: jumping heals and casts shell on the enemy Switchblade: steal happens while jumping Boomerang: does 3x damage against flying enemies while jumping, but this does NOT stack with the 1.5x damage from jumping. That is, if a Boomerang Fight does 200 damage, and a Boomerang Fight Throw does 600 damage, the Boomerang Jump will do 300 damage, and the Boomerang Jump Throw will still do 600.
  4. I have tested every piece of cover, except Magitek and Charm. Here is what I found: Cover frequency affected by Stamina: Yes Cover disabled in back row: Yes 100% Cover rate if target Near Fatal: Yes Cover is disabled if Golem is active: Yes Cover disables Defend: Yes Bug: Defend stance isn't reset (graphical only): Yes Cover disabled on KNIGHT'S status: Blind: Yes Berserk: Yes Image: Yes Magitek: Untested Muddle: Yes Sleep: Yes Death: Haha, yes Stone: Yes Zombie: Yes Clear: Yes Cover disabled on TARGET'S status: Image: Yes Magitek: Untested Death: Yes Stone: Yes Zombie: Yes Clear: Yes New behaviour of Smart Cover, in order of priority: Attack initiated via player input: Disabled (yes) Attacking self while Muddled: Disabled (yes) Attacking self while Zombied: Disabled (yes) Attacking self while Charmed: Disabled (Untested) Attacked by teammate with a healing weapon while Muddled: Disabled (yes) Attacked by teammate with a healing weapon while Zombied: Disabled (yes) Attacked by teammate with a healing weapon while Charmed: Disabled (Untested) Attacked by teammate with absorbed/nulled element while Muddled: Disabled (yes) Attacked by teammate with absorbed/nulled element while Zombied: Disabled (yes) Attacked by teammate with absorbed/nulled element while Charmed: Disabled (Untested) Attacked by Muddled teammate: Enabled (no) Attacked by Zombied teammate: Enabled (yes) Attacked by Charmed teammate: Enabled (Untested) So, basically, the only thing that was not working as intended is the following: When a muddled ally attacks a non-muddled ally, then the knight is supposed to block it. However, the knight will only block it if BOTH the attacker and defender are muddled, and will not block it if only the attacker is muddled! So it's the opposite of the intended behavior. But only in that case. Everything else, as far as my testing shows, is working as intended.
  5. No, because it happens even when fighting a Cerberus and a Nastidon. If you kill the Cerberus early, then use an X-Zone proc on the Nastidon, the Cerberus still counters or uses Red Fang from beyond the grave.
  6. Stamina cover seems to be working. Method: Changed Cerberus to be level 1 so it does 1 damage, put Regen on all characters so they were always at max HP. Cyan with 81 stamina covered 54 attacks out of 150, or 35% Cyan with 36 stamina covered 31 attacks out of 135, or 22% Stamina counter seems to be working as well: Cyan with 64 stamina countered 39 out of 50 attacks, or 78% Cyan with 36 stamina countered 33 out of 57 attacks, or 57%
  7. Played through everything up to Fanatic's Tower. No bugs so far, except the following: Specifically when using the X-Zone proc from the Doomstick, dead enemies still counter-attack. This happens whether they died from X-Zone, or whether they died earlier in the fight. So, for example, if you are fighting a pack of 2 Cerberus, you kill one on turn 1 with Doom, then a few turns later, you attack with a Doomstick and it procs X-Zone, both Cerberus will counter-attack from the X-dimension. This does not happen with the actual X-Zone spell, just the rod proc.
  8. I'm off work for two weeks starting Friday and am ready to make sure the next RC is Gau-rage-and-other-bugs-free!
  9. Also confirmed, both sets of rages are functionally identical. Choosing the Bomb at the top or the Bomb at the bottom both cause him to become a bomb. I'm starting over a fresh save file (instead of a file from RC11) to see if it still happens. Edit: Confirmed, started fresh file, got only Conjurer. Skills page and battle menu both have it listed twice.
  10. His Rage list on the Skills screen is a little messed up too. Not as messed up, the only thing that's repeating is Conjurer, so I'm not sure why Soldier/Bomb are also repeating in the battle menu.
  11. Spell condensing is working, but there's a weird bug with Gau's rages. I don't know if this is from using a save from RC11 (I patched RC12 onto a vanilla ROM and then used my RC11 save) but this is happening, and definitely didn't happen in RC11:
  12. Confirmed that RC8 does not have the relic bug and does not have the timer bug, while 9 does, so the changes from 8 to 9 is what introduced both of them
  13. Minor bug with equipping relics. Happens all the time with relics, but doesn't seem to happen with equipping armor.
  14. This may be related to Seibaby's cover fix: if I remember correctly, he changed something about hit detection when he made his fix to halve evasion while covering.