Deschain

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About Deschain

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    Final Fantasy VI
  1. Androids in the Guardian fight counter lightning with full party Exploder (and sketching against them causes it to happen)
  2. When you kill Beetles with an AOE, not only do they die one by one, but they do it over time. My Sabin killed them at once with a Fire Dance and his ATB was 3/4 full by the time the last one died.
  3. Three Cephalid pincer, the right most Cephalid is half off the screen
  4. 2.0 beta Kaiser fight isn't finished being tuned yet and is already the best fight in the game, so stay tuned
  5. In the 3 Boxxy + Mephisto pincer, 1 Boxxy is on the left, everything else is on the right
  6. 6x Fuzzy pincer has 2 on the left and 4 on the right
  7. I'm fighting Manticore in the Colosseum and it tries to cast Aqualung and gets the "Needs MP" message
  8. Carbunkl ELs give 20 MP instead of the 25 it states in the description (Confirmed & added to bug list)
  9. The 2x Cave Stuff, 1x Drifter encounter in the cave to Figaro jail might be too deadly. You just have Celes and Sabin, neither of them are particularly fast, Flash Rain hits for ~225-250, Aqualung hits for ~200, Pointy Stick one-shots. I have a stam Sabin with dual Hell Claws/Power Glove and he can't one-shot any of them, and Vigor Celes with Blood Sword/Falchion/Power Glove can't either, and they are too slow to take them out individually with disables. (This is a good example of an encounter that gets very deadly if fought carelessly. Cave Stuff does not use Aqualung unless it has taken damage, so only one enemy at a time should be using AoEs if fought optimally.)
  10. The rightmost Djinni is partially offscreen if you get pincered by 3
  11. Calling on beta testers to be on the lookout for wonkiness with RNG. I have no hard data, but it feels like the RNG is streakier in 2.0 than it was in previous patches. Some things to be on the lookout for (although I'm sure there are many others): Enemies targeting the same character multiple times in a row with an attack that's supposed to be randomly targeted. Mog dancing the same steps multiple times in a row. Gau using the same rage attack multiple times in a row. Really hard to test this because, you know, randomness is random. But there have been a number of similar reports in the Discord (like Cecil getting Vanish 9 times in a row), and I know vanilla's RNG is streaky and Think's RNGood patch is supposed to fix it to make it less streaky, so it makes me concerned that his patch is being overwritten or interfered with somehow.
  12. Kagenui still procs even if Shadow misses (RC21). Also Cecil reported the same thing happens to missing with Sketch: Sketch misses but still happens. Going to see if it happens with anything else. Also, Opinicus's Surge hits for 600-700 to the whole party so it's pretty brutal on turn 1.
  13. RC19: Stray is healing living party members but isn't doing anything to dead ones (Added to buglist)
  14. ^This happened to me too, but I liked it Not sure if a bug, but when you kill the Bombs in the burning house with a sweeper, they die one by one, which is kind of neat the first time, but mildly annoying the 10th time you sweep six of them (What kind of sweeper? Aqualung OHKOs them and they won't explode if you take them down to 0 HP) Chimera enemy might need an Mpower nerf, Aqualung hits the party for ~300, Fireball hits the party for ~250 and sets sap on everyone, and he pretty much spams those the entire fight, while being very hard to kill (immune to Fire which is Terra's main attack, had to resort to using Break which her which is such an MP drain) and immune to Stop. Back attacks are particularly deadly, would open with Aqualung + Fireball and be either a wipe or near a wipe before the party got a turn. (If only Terra had a spell that might make those fights easier...) I fucking love early Holy Wind. (I'm guessing it helps with Ultros 3?) Ultros 3 may need an Mdef buff? Locke with just a Thief Glove and an Elec Sword was swinging for 1000 + 1500 procs, Morphed Fire 2 was hitting for 2500, Strago Fire Rod was hitting for 2k, he went down in like two rounds. (Intended. Most players are not really able to go all-out offense with all three characters like that, and using Strago's rods for damage is something very few new players think to do.) Random thought: What if there were an option in the config menu for text boxes to be full immediately instead of scrolling? (I do not think this is mechanically possible)
  15. It doesn't seem to be the airship itself that's broken: saving ANYTHING in USME seems to break events. I just took RC5, edited the formations after 60 to mostly be pincers, saved it, and the resulting rom softlocks at the first red save point in the Narshe mines and after the cutscene after the whelk fight. Edit: Turns out editing anything in USME breaks all event scripting lol Edit by Synchysi: For clarification, usME breaks most custom event scripting within a certain range. Vanilla events are still intact, aside from where they were directly modified - which is why even seemingly vanilla events will crash the game. (Added to bug list)