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About the_E_y_Es_o_0

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    Vagrant Story
  1. I see. Looks like you missed out on those bosses, then. IIRC you can go around the Wyvern room, but without the Hyacinth Sigil you can't fully explore the area. Thanks for the update, I wonder how far you'll be able to go.
  2. Sequence breaking in VS?! Well damn... those are some unforeseen applications of the Quicken spell. I did wonder if the Town Center river could be cleared, I guess it can. Does that mean you skipped Abandoned Mines B1 entirely? As for the Sanctum river, I never thought of crossing it before the Golem fight. Did you land on the inactive cloudstone on the other side? In any case, what surprises me the most is that you jumped the abyss in The Lamenting Mother, Catacombs. It just seems impossible to me. Now I have to try it myself... To be honest, I'm not sure what the ramifications are for bypassing segments of the game. My first thought is you might miss some flags that spawn enemies and perhaps even bosses. For one thing, I'm pretty sure the Ogre boss fight in AMB1 triggers some Crimson Blades in Town Center West. So if you think the area is a little empty, it's probably that. With that said, I'm curious as to how a non-linear, sequence break'd playthrough would hold up. I take it you're still progressing, and haven't got stuck? Do keep me posted, as I haven't got any feedback on this aspect. Glad you're enjoying it, too. Makes it all worth it.
  3. That's the biggest dream of any VS fanboy, myself included. I don't know if it's possible, since I lack coding/programming knowledge. I imagine it would be a fairly involved task to implement it. The straight-to-menu thing does sound more feasible, but again I'd have to enlist the help of someone with the necessary skills. I still dream of learning code just to try and make it happen one day.
  4. No problem. Hope you enjoy the mod.
  5. The patch is designed for a .bin file, so .mdf is no good. But if you're using Vagrant Story(U).bin, it should work. Does the rom load and play normally without the patch? Is it the US version of the game? If yes to both, then I'm not sure what is the issue. Have you tried opening some other psx ISO with ppf-o-matic, just to see if it recognizes it?
  6. Sorry I didn't see this before. The Sanctum Dragon has 850 HP. It might be a bit excessive, TBH. The one-shot thing is intentional, however. Kind of a skill check. I've made an optional patch that gives Ashley the Tier 3 Warlock spells (Tornado, Acid Flow, Gravity, etc). Here's how it works: Explosion Lv4 becomes Tornado Thunderburst Lv4 becomes Thunderbolt Flame Sphere Lv4 becomes Fire Storm Gaea Strike Lv4 becomes Gravity Avalanche Lv4 becomes Acid Flow Radial Surge Lv4 becomes Judgment Meteor Lv4 becomes Apocalypse link:!gIUQ1YpB!27WFQsehyMbkwtAlwtvGG0u1K64gf8sxCTsoUgwRI2Q
  7. This might be relevant: "Future Plans The most immediate future plans for this hack are to do a quality control sweep of bosses and full kagatsuchi encounters. I would say more than half of both of those could stand to be improved. I also want to see if there's anything more that can be done to make randomized skill inheritance from fusion less painful. My secondary plans are to consider adding/changing more skills and mechanics. Some of these additions and changes (such as Heat Riser and the 1/2 turn cost on Summon and Swap) have significantly altered and broadened how this game can be played, admittedly to a larger extent than I expected they would. So having more of that would definitely appeal to me. My more distant (and less certain) plans include: -Completely rebuild demon conversations from the ground-up -Allow the player to choose their inherited skills Both of these would be tons of work, and I generally don't see them as being as important as the other changes, but they'd certainly be neat to have. Timeline Unfortunately, the odds of any of these plans happening soon are slim. I am currently working on the battle design for a commercial game project, and that will have to be my primary focus for the next 9 months or so. The evenings and weekends may give me some time for hacking, but that time has to be shared with things like relaxing, having something that could arguably be called a social life, and working overtime on the commercial project. And then even for whatever time is left after that, one of my other hacks could wind up getting that attention instead, depending on what sounds the most appealing at the time. So yeah, just wanted to let everyone know what's going on with this project right now. I'm trying to increase my level of community interaction for all of my projects during this time period "away" from focusing on hacking. I tend to have a bad habit of basically just finishing a project, posting it, and moving on to the next one with minimal promotion and outreach. It means a lot to me when people comment, post, stream, etc. their experiences and thoughts about the projects I create, so it would be behoove me to do what I can to foster it." Full post:
  8. No problem. Out of curiosity, are you new to the game or revisiting? Yes. Agility and Risk determine your % chance to hit something. High AGL and low Risk will increase the %, low AGL and high Risk will diminish it. This applies to the enemy's hit % as well. Since you can't boost your AGL through magic yet, just keep your Risk low using Vera Roots, and attach the Braveheart gem to your weapon's grip, if possible. It raises your hit % by 20%. Very useful. The distance between Ashley and his target doesn't affect his chance to hit it. Either something is inside your weapon's range or isn't. So you don't have to worry about that. You're the second person to say that. Thanks.
  9. The enemies' base damage was increased for the mod, and IIRC those Lizardmen carry 2-handed weapons which are quite powerful. So even if you apply a partial decrease to their STR, their damage multiplier and their arsenal are against you. So don't count on Degenerate for taking less damage, but for dealing more damage to the opponent's weakened defense. Ofc, depending on the feedback I get, I might reduce the damage multiplier for enemies.
  10. Make sure you Degenerate him, that will help taking him down. Try using a Blunt weapon, he's weak against that. You'll soon get a spell (Analyze) that lets you view the enemy's stats and plan your strategy accordingly. I'm considering making that spell available earlier, to avoid these situations.
  11. I'm the same sometimes, so you're definitely not alone there. So many mods, so little time.
  12. I noticed. >_> The latest patch (v.091) should fix that. Yep, that's it. That Last Crusader (and a couple of others) appears at different locations depending on where you are in the game. IOW, before you reach a certain place (or point in the story), it appears at site A. After that, it moves to site B. I like playing around with such things, and that's something I intend to expand on for the next version of the mod. Like having enemies move around the dungeon, or even migrate across different regions. IMO it would add another level of authenticity to the world, make it more interesting and less static. Thanks! Aye, it's all part of the plan. There is one LC sighting that is more obscure, I wonder if you'll find it.
  13. Sounds like I didn't rebalance their stats. There's still work to be done in IMB2/B3, and other NG+ dungeons like Forgotten Pathway, etc. I was thinking of restoring one dummy in particular, the affinities one. I'd place it inside of Godhands, but I'm still undecided if I should do it. Like you said, their absence adds another level of challenge. TBH I don't know how I feel about "ultimate weapons" anymore, and whether I should facilitate their creation or not. Right now, if you want any increase to your weapons' classes or affinities you must get it from actual enemies out in the field. I like that notion. Good to hear. I'm starting to think there is a % drop chance that is ideal, or at least a range that tends to work best. Noted. I guess I should weight the pros and cons in each situation. The whole Last Crusader teleporting was made for that Temple of Kiltia boss fight; later I applied it to other Crusaders. So it makes sense that you liked that one in particular.
  14. Just a quick reply to this, as I'm very keen on getting those locked rooms working correctly. From what you're telling me, I don't think they are. Here's a run-down of what you should find in each of those rooms, after you clear IMB2/B3 for the 1st time: Ordeal by Fire: Pressing: The Saw: The Shin-Vice: If you're getting different mobs, then something's up. So yeah, if you can take notes of what you find in each of those 4 rooms, I'd appreciate it. And also any other triple encounters you find in IMB2. The one outside of Godhands is intentional, so no worries there. Edit: found the problem. The bosses are respawning every time you enter those rooms. What a mess. I'll put up a fix asap. Edit2: that should do it. Link updated in the OP. Current build is v0.91. Apply the patch to a clean rom. @blackcat777To clarify, after applying the patch you'll probably have to fight those big enemies one more time, in their respective locked rooms. That'll set the flag that makes them stop respawning. You'll notice that they drop sigils, now. Those are for opening the Time Trials in the Keep. Don't use them, as the TTs are currently out of service. You'd probably get stuck in an empty room, or some other weird situation.
  15. Oops, double post.