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Everything posted by the_E_y_Es_o_0

  1. Patch updated (version 0.92). link:!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.
  2. Hello everyone. Found this site via, so I thought I'd post here as well. I'm in the process of making a Vagrant Story mod that rebalances both skills and enemies, for an improved experience of the game. Original thread: Demo build (v0.92):!NJ8XxIAK!XO0QEHtryrItrpdaua_Ye_istuzuR0oI8M24OxP-Xl8 Apply the patch with Ppf-o-matic to Vagrant Story(US).bin These are the main features: REBALANCE - Break Arts are much more powerful and Ashley's top moves - Spell costs have been greatly reduced to make magic more viable - Some of the chain and defense abilities have been revised - 2-handed weapons are stronger and their Break Arts deal more damage - Staff Break Arts now use INT instead of STR - Dying Body/Head/Legs cancel STR-UP/INT-UP/AGL-UP, respectively - Some weapon grips have been changed - A few item consumables are improved - Drop rates increased - Enemies have been tweaked for a greater challenge NOVELTY - Quicken spell added - New enemies added to all areas, with emphasis on post-game - New enemy spells - New enemy melee attacks, which combine damage and status effects, inflict AoE damage, etc. - New Polearm grip MISC CHANGES - Escapeway area removed - Time Trials no longer available - All magic locks removed from chests - Unlock spell removed - Training dummies removed - Analyze spell hitrate is always 100% - Surging Balm regenerate speed 5x faster - Poison damage speed 2x faster - Manabreaker gem only blocks enemy spells - Crimson Blades' spellcasting greatly reduced - Grimoire item descriptions cleaned up - Misspelled room names fixed
  3. 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.
  4. 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.
  5. 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.
  6. 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:
  7. Glad to hear it. Seems you've registered just to tell me that? I'm flattered, haha.
  8. 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.
  9. 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.
  10. 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.
  11. No problem. Hope you enjoy the mod.
  12. 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?
  13. 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
  14. 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:
  15. 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.
  16. 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.
  17. 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.
  18. I'm the same sometimes, so you're definitely not alone there. So many mods, so little time.
  19. 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.
  20. 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.
  21. 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.
  22. Oops, double post.
  23. The one in the OP is the latest version; I'll add a version number to it to avoid confusion. Edit: done. The current version is VS_0.9.ppf. Link updated in the OP.
  24. Some post-game spawns replace old ones, yes. The IMB2 post game encounters (the locked room battles) should spawn after defeating Asura, but I don't remember having three enemies in a single room, unless you mean three Shriekers. If you mean anything other than those, I have to fix it. BTW, did you ever happen to find regular enemies appearing alongside any of the bosses in IMB2? The bosses should be by themselves (ofc), but I've had this bug in the past and I'm wondering if it's still there. Rebalancing Asura was pretty simple, actually. Once I gave her Marlene's Ring (in the original only her Time Trial version had it equipped), her stats were at the level I wanted. After that I just tweaked her spells, special attacks, turn speed, etc. Good to know she's still beatable. I was afraid her healing move would complicate things too much. Hmm, I think you're misremembering, the Death enemies outside of Godhands used to drop Elixir of Queens/Mages in vanilla. I just kept the same drops. If you can check it for me -- is it a (D)Plate Mail or (D)Brigandine outside of Godhands? If it's a Brigandine and you were still able to forge a (D)Dread Armor with relative ease, then I'll need to reduce this drop or change it to something else. This is something I'm definitely interest in -- I wouldn't want the loot in IMB2/B3 to be too much, too easy. Have you encountered the Blood Lizards in IMB3? I might have to nerf their equipment. Noted. I'll add it on the next update. Those are mine. I added them to make leather equipment more viable. IMO the Liches were the ideal choice for them. I'm also partial to hoplite leather, like you. If you're going that route, IIRC you can simply farm (L)Armets and (L)Brigandines and combine those to get the rest. I'll have to check those. I think you're probably right, their % is lower. Yep, that's something I'm currently addressing for the next version. High level wood shields are kind of rare/exotic IMO, so I'm trying to place them in a tasteful way. The % completion remains a mystery to even myself... I'm surprised you were able to reach 97%. That's probably because I repurposed so much of the Escapeway data for other areas. By that logic, if I can repurpose all of it then 100% map completion should be attainable. As do I. I included it to encourage exploration in that area. But I suppose it does subtract a bit from the lore. Depending on the feedback I get, I might revert it to normal. Ah, you noticed. It's a side-effect of giving teleportation to enemies who aren't supposed to have it. In this case, the Last Crusader. Admittely, I did it for the cool factor; but once the novelty wears off, you're still left with this annoying "chunk chunk chunk" (nice onomatopeia, btw). So, if by the time the next update is ready I don't have a solution to this, I'll restore their movement parameters to normal, as in no more teleporting. Glad to hear. I had my doubts if anyone would actually uncover the post-game content and all the little touches I've added; it's no fun for me if it goes by unnoticed. But you've put those thoughts to rest, so thanks again for playing. Hah, gotcha.
  25. Hmm, try copy/pasting this link:!BRFUmQoS!TlzldgUbL_M02Bm58XU6ug_kfUEF9oBNo-AfAugdZoc I really ought to remove the key requirement; there's no need for that...