the_E_y_Es_o_0

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About the_E_y_Es_o_0

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    Vagrant Story
  1. Good to hear. There will be a workbuild prior to release, I'll send it your way when the time comes. Thanks to all you guys for the testing and continued support.
  2. A little progress update, and my plans for the mod in the near future: Yesterday I finished rebalancing Guildenstern, so all 1st play content is done. For the New Game+ areas, I had already rebalanced the normal enemies, which means there's only the bosses of Forgotten Pathway, Snowfly Forest East and IMB2 left to do. That brings me to the point I want to address: while the Rebalance mod is nearly complete, its sucessor, Zenith, is still at its infancy. So my intention is, when I finish Rebalance, I'll release Zenith instead. I'll explain. The main fact is the newborn Zenith is already head and shoulders above the latest version of Rebalance. TBH, it makes the latter look a bit ridiculous. What are the differences between the two? The focus of Zenith is on world building, namely the addition of enemies and encounters to all areas, and transforming them over time. Like the old saying goes, you never step in the same river twice. All this I had mentioned already in the original thread at gamefaqs. What I hadn't mentioned is that the mod also includes a new rebalance of spells, two-handed weapons and Break Arts, the removal of the enemies' "thought bubble", and a number of miscellaneous changes I can't possibly list here. It also does away with the noobishness that's still found in Rebalance. Like having Last Crusaders all over the place, or bosses with super-immunities -- typical bad design by someone who was besottted with what he could do, not minding if he should. In short, one of the reasons for moving onto Zenith is the improvement in design quality. But most importantly for me, it's also much more organized internally (in terms of data), which makes a world of difference when modifying it. Valendian's teachings really paid off in this aspect; now I have a much better platform to work with. It's probably the main reason I want to perform this upgrade. Finally, there is the question of timeframe. You might be wondering, why not finish the new mod before releasing it? The truth is, considering the workload required to give one area the "Zenith treatment", it will take approximately 2 years minimum to get even close to completion. That's assuming I can work on it every day. To be fair I'm surprised myself with how high my standards got, and how far I can run with this idea. As for the present state of Zenith, I'll discuss it when it's time to release it. Which means Soon™.
  3. I see a lot of disparate elements - a future world of magic & technology, an all-powerful alien race, an Empire, an Alliance, an epidemic - it's too much, IMO. I'd suggest simplifying your idea to the bare essentials of what you want to convey. "Outcasts finding hope" is a good starting point. But going from there to this cornucopia of stuff that you've added... you'll get lost in your own creation. And not in a good way. To be more specific, I believe the setting is needlessly complex and involved, and doesn't justify itself. Especially for the main idea (hope and healing), which is a simple and universal message. I'll be frank here, it's almost as if you're building a complex world just for the sake of it. What's worse, you run the risk of disappearing up your own arse very very rapidly. When it comes to storytelling, less is more, I say. Considering this is just your 1st chapter, I can only imagine the following ones will complicate matters further. Not to be negative, but this will eventually lead to a point where you're asking yourself what you're doing, and why. So before you proceed with adding more (and more...), you should take a moment and rethink your material. Bottomline, I suggest editing your idea to make it simpler. The core is good (outcasts, hope and despair, etc), so you have that in your favor. No need for byzantine plots and whatnot. The main characters, the main conflict - focus on those. Hope this helps.
  4. Thanks. I have my moments.
  5. Ok, this should work. It also restores the chest that spawns with the Minotaur Zombie, with the (D)Circle Shield inside. https://mega.nz/#!YJkTRaia!XmhUktzMSH9G0MpB6uOrDInmq41sFBaHGndat5o5xOs
  6. He's right, there is a problem. I'll fix it right away.
  7. Glad you're enjoying it. There will be more to come in the future. Could you try this one for me? https://mega.nz/#!BJE0CArB!jKmShKc-s7JScHC_xHyGE-Ux2MNFnTuaUIt8X_HXnHM
  8. I had a feeling something was off with that file. The previous patch was about 7 MB, while 0.92 was only 230KB or so. I remade the 0.92 patch and now it has the appropriate size (7 MB). Do try it before falling back to 0.91. Here's both patches, just in case: VS_0.92: https://mega.nz/#!FBUVRCAZ!Eu11axAb2113G5ZENdLcATw0MYtXTqcF5IBN7GaBMBo VS_0.91: https://mega.nz/#!EZ9lUaRY!8Rn2e3ql4poajKZR4dgQIJDmNL83p81ozl1MU5kR9Uc I really wonder why that room is so problematic. For now I think I'll revert my changes to it and leave it exactly as in the original.
  9. Patch updated (version 0.92). link: https://mega.nz/#!NJ8XxIAK!XO0QEHtryrItrpdaua_Ye_istuzuR0oI8M24OxP-Xl8 A brief summary of the changes from last version: - fixed Minotaur Zombie bug - workaround for Chamber of Fear freeze (needs testing) - Last Crusaders no longer teleport - numerous rebalance tweaks in several areas - Break Arts no longer deal variable damage - IMB2/B3 map is invisible again, like in the original I'm unable to test the Chamber of Fear bug atm, if someone could do it for me I'd be grateful.
  10. Lol, embarassing... I think someone else reported the same problem. I'll look into it. Been kind of busy but I hope to have some free time soon.
  11. This is useful information, thanks to both of you. I'm going to try and recreate the bug on my side, so I can work on it. I have some ideas of what the problem might be.
  12. Personally I use epsxe. Ofc, pcsx also works, but it's too barebones for my tastes. I've been told that the mod is not compatible with the PS Vita, so I assume that's not an option. One user at gamefaqs said Retroarch runs the mod just fine, although I don't know what core he was using. I could try to find out if you're interested.
  13. A Merry Christmas to you as well. I intend to put up links for those interested in donating, along with an official site for the mod. Nothing fancy, just a basic wordpress blog for my updates and stuff. It should be up in the next month. In the meantime, just have fun and report any problems you have with the mod. Nothing really wrong with it. It's just that I decided the data space which the Escapeway occupied was better used in favor of other areas (mostly Temple of Kiltia). That way I could expand ToK's enemy roster and add more encounters to its rooms. I had all these cool ideas, but not the bytes to accomodate them. So I thought, Escapeway is a pretty lousy area. No bosses, and all its enemies are recycled copies from other places. A more subjective point, its location is a bit annoying; merely an obstacle to get the Gold Key. Finally, after removing it I thought the new progression felt more natural than the original, so that kind of cemented my decision. To the point that even if I didn't need the extra space, I'd still remove the Escapeway because it's just better without it. Relevant vid:
  14. Glad to hear it. Seems you've registered just to tell me that? I'm flattered, haha.
  15. 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.