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Posts posted by the_E_y_Es_o_0

  1. 4 hours ago, Maedroth said:

    Loving the mod. So much so that I've completed my first play-through with it and am on my way through a second.

    I'm particularly liking the quicken spell, it's let me clear a few gaps that shouldn't be crossed, at least not at the time I'm crossing.
    So far, it has allowed me to cross the gap that forms in the room with the first ghost, the gap in the room with the cloudstone before fighting the dragon and the river in the town straight after fighting Duane.

    The second gap I mentioned, after going through and beating the dragon, I went back to where you fight the Golem as I hadn't done that and he wasn't there. I'm just wondering if this will break anything. It seems fine so far though.

    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. :)


  2. On 13/11/2018 at 4:25 PM, Jazz-Man said:

    This mod looks amazing! I'm looking to try this out as soon as I get some time and give feedback. 

    One question: My biggest gripe with this game was that there's no shortcut to change weapons or skip straight to that menu at the very least. Any chance something like that would be feasible in this mod? 

    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.


  3. 3 hours ago, Maedroth said:

    I'm running into a problem patching the game. When I select the ISO and ppf in ppf-o-matic and click Apply, it says it can't open the specified image file.

    I also tried with another rom that had 2 files; .mdf and .mds which worked fine as the vanilla game but when I applied the patch it would crash when starting a new game or loading an existing save.

    If you need to know I'm playing with ePSXe, I have the latest version of the mod and ppf-o-matic.


    Edit: I've also tried using ePSXe's ppf auto-load to no avail.

    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?


  4. On 05/08/2018 at 9:08 AM, Cross said:

    EDIT: Thank god I got that giant hammer in the locked room. How much HP does this second fucking dragon have? He hits harder than any of the other bosses so far...and damn that tail attack, one shot and I'm dead, if I don't avoid it (which is 90% of the time).

    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




  5. 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.


    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:


  6. 2 hours ago, Cross said:

    Oh I see, I thought it only affected the attack strength of enemies. I don't actually know the game inside-out, sorry.

    No problem. Out of curiosity, are you new to the game or revisiting?

    2 hours ago, Cross said:

    Also is agility tied to accuracy? I dunno what to do with my shit accuracy with the body of the golem using my Pink-something (forgot the name of the club), is it just because the body is far above me that I have low accuracy on it -- or is there anything I can do to increase it?

    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.

    2 hours ago, Cross said:

    Your mod feels Dark Souls-ish, take this as a compliment. :)

    You're the second person to say that. Thanks.


  7. 1 hour ago, Cross said:

    The thing about Degenerate is...I don't seem to feel or see that it works, I tried degen-ing the lizardmen but I still get hit pretty hard, up to a 100. Dunno if my armor is the culprit but I seem to have lower defense even when I degenerate an enemy.

    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.


  8. 6 hours ago, Cross said:

    Okay I'm at the Golem boss right now, I'm wondering how I'm gonna dish out some damage to this son of a bitch, I just died from him and was dealing 13 damage on his body and 1 on all other body there a trick here?

    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.


  9. 3 hours ago, blackcat777 said:

    One another thing I forgot to mention about spawns is that the dragon boss in the very last room of IMB1 continuously respawns, and always drops an Elixir of Sages (so Ashley is well-educated these days).

    I noticed. >_> The latest patch (v.091) should fix that.


    I cleared all of Iron Maiden for the first time on this playthrough and trekked back to Godhands.

    I did not take screenshots, but pre-Iron Maiden, outside Godhands, Death closest to the door dropped the (D) Brigadine and the one further back dropped the (L) Wizard Robe.

    Yep, that's it.


    Post-Iron Maiden (*Last Crusader did not spawn with them this time... weird?), the Death closest to the door dropped a (S) Plate Mail, and the one further back dropped a (D) Brigadine.

    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.


    I'm going to clear it again and see if anything changes. Let me know if there are any other drops you would like me to check.



    After leaving my fight with the two liches, I warped to Crumbling Market and this guy popped up. He dropped a Muramasa like the one who should have spawned outside Godhands. Not sure if he was supposed to be here, but thought I'd post a sighting. Like bigfoot, but with better loot.

    Aye, it's all part of the plan. :ninja: There is one LC sighting that is more obscure, I wonder if you'll find it.


  10. On 28/07/2018 at 5:42 PM, blackcat777 said:

    They only spawn at < 150 HP (I double checked this), but their own HP levels are laughably low. Another thing to possibly consider would be raising their stats/HP and making it extremely dangerous to win some loot? After clearing IMB2, right before the exit... it would raise the stakes a lot. I would probably be greedy and die a few times.

    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.

    On 28/07/2018 at 5:42 PM, blackcat777 said:

    I won three (D) Pole Axes from them and want a (D) Brandestoc. BUT. Here's the snag, it's not as broken as it seems - by that point in the game, I had almost 90 dragon affinity on a (H) Brandestoc. I had gotten two (D) Voulges from boxes - not even from an organic drop - until that point. If there are no training dummies, and I want a (D) Brandestoc with my affinities, the only choice is to downgrade my (H) Brandestoc, and take the insanely long route of converting that into a (D) Pole Axe. (D) Brandestoc is another one of the game's worst challenges. Other (D) Polearms, and other necessary components, like (D) Katana and (D) Langdebeve are so incredibly complicated to craft, that I'm still on my third playthrough and nowhere near actualizing a (D) Brandestoc WITH the affinities I've built up through my playthroughs.

    I mean, the alternative is to just scrap my old polearm and make a new one with drops from the blood lizards, losing all my affinities, BUT, who plays a Vagrant Story mod and makes Hoplite Leather just to cheap out on the Brandestoc? :P The lack of training dummy forces me to cheap out or go hard, so there's lots of existing built-in challenge, even with some help from the Blood Lizards. The increased drop rate is also an incentive to try and figure out how to take the long way, like the game rewards you for experimenting instead of punishing you. But it's still pretty punishing!

    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.

    On 28/07/2018 at 5:42 PM, blackcat777 said:

    What I also like about these leather drops is the frequency of them - I end up with *just* enough in my inventory where I am like, "Do I take this next big step toward hoplite leather, or do I combine this with silver for some damascus armor?" The balance is awesome and they remain in high value.

    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.

    On 28/07/2018 at 5:42 PM, blackcat777 said:

    There were a few battles where I was pleasantly challenged because of the teleportation (especially in Temple of Kiltia), so I'd personally choose having the challenge with a bug than no challenge.

    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.


  11. 8 hours ago, blackcat777 said:

    When you first enter IMB2 and go straight for about ten screens, in each big locked room in which there was previously a boss, now spawns a big enemy plus two liches, after clearing Iron Maiden for the first time. One of the locked boss rooms now spawns a single last crusader (NICE touch) and no liches. If you want me to take notes on which rooms specifically, I'll be heading through the dungeon again today/tomorrow/Monday sometime, so I can do that. All the rooms with three enemies spawn two extra liches. Did you intend for the two liches to replace the single enemy?

    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:


    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.


  12. 1 hour ago, Cross said:

    I downloaded the mod, just a lil' nitpick, there's no version number on the file; so I can't be visually sure on what version this is.

    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.


  13. On 24/07/2018 at 10:18 PM, blackcat777 said:

    Did you change some of the enemy spawns for the postgame, and for Iron Maiden B2 after clearing it the second time??? I'm pretty sure there were never three enemies in any given room, but I love it. Liches everywhere. Liches in the beginning of the game when I went to farm leather. Changed placement of the Last Crusader spawns?

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    Asura's final form, did you tweak that? I remember PLOWING through her in the past, and I had to try multiple setups to find which element would reach which body part... extremely fun fight.

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    I also liked the little rumble that spawns outside the door of Godhands. Did you change the drops? The liches in white used to drop Radial Surge... if I remember correctly. Maybe they still do and I just didn't get one.

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    Also on the subject of these guys -

    With the increased armor drop rate, the only drop that seems SLIGHTLY broken is one of the white robed liches dropping damascus plate armor. I say this because, being outside Godhands, this is easily farmable, and there is a rare drop of it already down somewhere in the Iron Maiden.

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    I currently have a damascus jamadhar, wakizashi, and sage's cane. The drop rate for the Last Crusader weapons seems fun and fair - on three runs of Iron Maiden, I won one each time. It's not too easy (the loot down there can quickly break the game), but it's not stupid like how I used to have to spend three hours for a single drop. It gives me more time to play with crafting things I never thought imaginable.

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    Crossbows are definitely sadly grossly underpowered and I don't use them. :( A third gem slot wouldn't hurt, especially when you consider other weapons can be built with spiral hilt and spiral pole.

    Noted. I'll add it on the next update.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    I don't know if vanilla Iron Maiden had high level leather drops, but I LOVE getting those occasionally. I'm working toward a set of hoplite leather armor -

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    Have you given thought to the balance of wood and leather drops? Enemy drops early game seem a little less frequent than midgame/late game. Leather bone helms are the only things I have to actively farm (and probably long boots, I'm just not that far in my farming quest yet).

    I'll have to check those. I think you're probably right, their % is lower.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    Wood shields are pretty scant, too. I have a wooden kite shield, and that's it. I'm trying to level up my wood shields before combining them with the few damascus shields the game drops.

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    Also: the escapeway. LMAO. I thought the timed portion of Mines B2 was the Escapeway for some reason, and I missed it on my first playthrough (umm, wow, I was rusty). The actual Escapeway I had no issues with. With the Escapeway taken out, is it possible to get 100% map completion? I was stuck at 97% for my second playthrough - but again - I suck at maps and missed an entire dungeon my first time around, so. ;)

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    I have mixed feelings about the map of Iron Maiden B2 becoming visible!

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    There was only one other bug I noticed: when Ashley is chaining, casting, or using an item, and if he's fighting Dullahan/Last Crusader type of enemy, you'll hear the "chunk chunk chunk" sound effect of the enemy running during those animations. I think it only happens for the enemies that can warp off the screen, I noticed it first in Temple of Kiltia and later in Iron Maiden.

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    I know it's not finished yet, but the patch is already 11/10, would play again, in fact, I'm still replaying. ;) I also have some ultimate pieces of silver armor accumulated just because, and I imagine they would look quite stylish.

    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.

    On 24/07/2018 at 10:18 PM, blackcat777 said:

    Another random though: the first time I played, I wasn't sure if I had the mod until I went into the room in the beginning expecting a chest, and found the mimic. When the box moved, I screamed. Excellent touch.

    Hah, gotcha. :)


  14. On 17/07/2018 at 10:17 PM, blackcat777 said:

    When does Ashley pick up AGL up? I somehow missed that on this playthrough.

    It's inside the chest at Forest River, Snowfly Forest. Thankfully you can just teleport there and collect it, it's easier than navigating that place...

    As for the Warlock spells, I followed the pattern laid out by the original game, with Elemental bosses giving out the AoE spells (like Flame Sphere, Thunderburst, etc.). The only difference is now they also drop their respective single-target spells. For example, the Water Elemental drops both the Avalanche and Aqua Blast grimoires. In the original you had to farm those single-target spells from enemies like the Phantom or the Dark Eye.

    I haven't touched the Great Cathedral yet, but on principle I'm ok with the extra grimoires you find there. I'll have to playtest it to know for sure, but I'll probably keep them where they are.

    On 17/07/2018 at 10:17 PM, blackcat777 said:

    Not sure if this is even possible or desirable, but have you given any thought to changing the stats of the various metals for equipment? Another reason I never pursued damascus was that the stat difference did not make it remotely worth the effort. The difference with silver being weaker but having higher affinities, or leather being skewed to magic, is interesting in theory, but useless in practice.

    I thought of tweaking the STR/INT/AGL difference between materials, but I don't really know where that is located within the rom. I think there is some potential in that, although I'm not sure what I'd actually do with it. Maybe try and make the materials more distinct in their properties.

    It's cool that you were able to finish the 1st playthrough of the mod, you're the first person to report doing so. Thanks for playing. =)


  15. Congrats! That was pretty fast, too. Did anything give you trouble, besides Rosencrantz and the Lich?

    The next version of the mod will take a while. A few months, at least. So I'd say go ahead and play.

    Since you're focused on Godhands, you could simply ignore the other NG+ areas. It would go something like this: once you defeat the Ogre at Abandoned Mines B1, return to Town Center West, cross the river, go to Glacialdra Kirk Ruins and open the Rood Inverse door. Enter it and navigate the segment of Undercity West that leads you to The Crumbling Market (check my yt channel for "path to gold key - no escapeway"). Collect the Gold key, then go back to TCW and proceed normally to Snowfly Forest, then Rosencrantz. From there it's a sprint to Abandoned Mines B2. Once you defeat the Sky Dragon, the exit will take you to The Crumbling Market again, by the save point with the Dullahan. Now go ahead to Tears from Empty Sockets, there's a door locked with the Gold key. Enter it and one of the paths will take you to Godhands.


  16. 1 hour ago, blackcat777 said:

    Can I ask how much HP he has (or is that cheating)? I could take him down about ~830 HP before he would heal. The Manabreaker gem (+20% chance of hitting) helped slightly and I might have been able to wreck him eventually that way with a one-handed sword. There was just no way to raise my attack sufficiently with a one-handed sword to deal enough damage before risk became too high. I had a pretty good blade with decent human affinity, too.

    He has 950 HP. Another tricky thing about Rosencrantz is that he's immune to all magic, so you can't Analyze him to check his stats. So in terms of possible weaknesses, you're in the dark. If you ever face him again, I'd suggest using the Invigorate spell to increase your AGL and thus your % chance to hit (if you haven't done so). And like you mentioned, the Braveheart gem is useful here. 

    Keep in mind that your weapon's affinity affects damage a lot more than its Class (Human, in this case). So maybe pick an affinity, use gems and enchanter spells to increase it as high as possible, then look for a bodypart that's vulnerable to it.

    Of course, it's very easy for me to say all this, since I know everything about the mod...

    2 hours ago, blackcat777 said:

    I don't think the fight with him needs to be modified, however - I was the one who had to evolve or die. I beat him in a snap with the great sword, and it was a cool moment that made me realize I had to think outside of the box.

    I hear ya. I did want to have a few bumps in the road, and Rosencrantz is definitely one of them.

    2 hours ago, blackcat777 said:

    Also, I like that the two-handed weapons have become more viable, they never inspired me to use them much in the first!

    I'm partial towards Great Axes and Polearms, myself. B|

    2 hours ago, blackcat777 said:

    You nailed it. VS is one of my favorite games of all times, and my biggest gripe has always been that the system is SOOOOO complex, but if you take the time to get all the equipment, there's essentially nothing to do with it because everything can be one-shotted before then. Sometimes I would spend three hours trying to get a single Holy Win to drop, and it's like, "This sword is the best thing ever... but I've already killed everyone."

    Ha. I never liked that once you finish IMB3, you're done with the game. It's a culmination, but also kind of a bummer. In terms of power level, nothing can resist you at this point. The coolest weapons (the Rhomphaias, the Holy Win) are here, not to mention a full set of Hoplite armor. As for boss fights, everything is dead. So from now on it's entirely up you to come up with new challenges and stuff to do. I've already taken a few measures to extend the life of the game beyond IMB3. There are more to come with the next iteration of the mod.

    2 hours ago, blackcat777 said:

    To elaborate on the drop rate, I think it's really perfect where it is because it's not excessive (considering the inventory cap, too). The roulette aspect of the drop is still there so you have to try a bit to get things you want. But I've also gotten drops that I have NEVER seen before, and it's giving me the freedom to play around with some of the more obscure nuances. This is the first time ever, in the bazillion times I've beaten the game, that I've taken crafting silver armor seriously. I'm also saving all my wood shields and wondering if a damascus dread shield would be humanly possible. Items still have to be stored intelligently with the container elements, so it's making me think more tactically about crafting, and I can try to plan for things that before only maybe a turbo controller could have done while actually having fun.

    This is really cool, and very motivating for me to hear. Awesome.

    2 hours ago, blackcat777 said:

    Also, THANK YOU FOR REMOVING THE ESCAPEWAY!! Yes, that was me at Gamefaqs.

    Haha, no problem.


  17. Hello blackcat777. I seem to remember you from the gamefaqs board? Or it could have been somewhere else. Let's see...

    4 hours ago, blackcat777 said:

    I was able to play the game using my vanilla play style up until the battle with Rozencrantz - fortunately I found a video of him being defeated in the mod with a great sword which inspired me to try it, otherwise I never would have been able to kill him with a one-handed sword. I would chain 30 hits, but because the connect rate of the attack was so low, I kept pushing him to the brink of death and he'd keep recovering all of his health. Great sword solved that problem.

    Wow, you have some respectable chaining skills. I'll have to look into the Rosencrantz battle, it's supposed to be viable with a 1-H weapon as well.

    4 hours ago, blackcat777 said:

    I also typically used to use a crossbow for fighting the evil class, but once I fought Lich and he used Surging Balm, the only solution to that problem was to assemble a great sword named Liches Get Stitches, which disposed of him promptly. Good bolts for crossbows can only hold one gem, and without being able to quickly raise affinities with a training dummy, crossbows now feel a bit obsolete.

    Hmm, this is worth a thought. In the past I've considered increasing the gem capacity of some bolts to 2 or 3 gems like the other weapons' grips. At the time I thought it would break the game, but now I just might give it a try. Cool weapon name, btw.

    4 hours ago, blackcat777 said:

    I'm so happy there are now worthy adversaries to push me deeper into the equipment system.

    This is really gratifying to hear. :)

    4 hours ago, blackcat777 said:

    Thanks again for making this mod! I remember ages ago when the stat editor came out and praying someone would eventually make one. I was bored out of nowhere the other day and was like, "Let's see if anyone made a Vagrant Story mod!" and holy crap. New lease on life. ;)

    Ah, the stat editor. That simple tool was my entry point into modding the game. It was more user-friendly than the almighty VSTools, which was a little overwhelming for me back then. Without the stat editor to ease me into the game data files, this project would never exist. I hope JayC can check out the mod sometime and see what he set in motion with that little program.

    4 hours ago, blackcat777 said:

    This morning, I made it to the minotaur zombie and encountered a glitch. After I "killed" him, he stopped moving, Ashley was able to continue attacking and dealing normal damage, but lost the ability to chain attacks (once minotaur was dead). I reset everything, killed him again. This time, a Hand of Light dropped (um, SWEET), but nothing else, and the minotaur became frozen, Ashley couldn't chain, and I could deal out damage infinitely. I was able to leave the room and save. This isn't gamebreaking - my only concern is, was the minotaur supposed to drop any sigils or anything else that would prevent me from progressing further in the game?

    Just to be sure, this is the Minotaur Zombie at the Gallows, Wine Cellar; not the Minotaur Lord at Temple of Kiltia, correct? Ok, I'll look into it. He doesn't drop any sigils or keys, so you should be able to continue the game normally. I think I know what the problem is, as I've seen this exact bug happen before.

    4 hours ago, blackcat777 said:

    Also question: I saw there's a little bit of endgame/postgame content to be added? When the mod is updated, will I be able to continue using the save file I'm building now?

    Yes, any save files you might have will be fully compatible with later versions of the mod. So you can invest in your file without worries.


    I'm glad to know I could spark some enthusiasm with the mod, that was my goal after all. And from what you've mentioned, I think my intentions were translated sucessfully into it. Instead of going all out in the difficulty level, I wanted something enjoyable and interesting. Thanks for the feedback!


  18. 4 hours ago, coffee potato said:

    (If You feel like watching a bumbling idiot try to remember all the mechanics in play here, this is the link. Audio was fixed partway through, still unclear why it was kind of imbalanced. 

    Haha, this is great. I see you're quite the talker, it was very entertaining. It's also the first video of someone playing the mod other than myself. Watching that segment I already see a few things that can be smoothed out. Like the room with the Mimic; I could probably remove one of the Silver Wolves. It's also fun to follow the live chat, I enjoyed that too.

    The latest version of the mod should be completable, although I haven't finished my playthrough. The Great Cathedral and some of the 2nd-play areas have not been rebalanced yet. But as you've mentioned, I've already added some post-game content to play with. It was better to acommodate that stuff early on, for design reasons as well as space limitations.

    Your emulator doesn't seem to like save states too much. I didn't know using them could cause slowdown.

    A couple of people mentioned losing all the equipment stored in the container while playing the mod. If it does happen to you, let me know.