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Posts posted by the_E_y_Es_o_0

  1. 1 hour ago, Nesouk said:

    Well after all for TDE you can just keep a save right before enter the Kagutsuchi Tower go get the Yosuga Ending then come back to that save and fight all the Fiends and completing the Labyrinth of Amala ^^.

    True. I should make sure to fight the Fiends while they're available, IIRC you can miss out (permanently) on some of them, like the Hellbiker for instance. I think there's a window of opportunity for each Fiend. I'm not sure how that works, though.


    1 hour ago, Nesouk said:

    I can confirm Zombero change LV requirement for some skills the one I notice the most because I was aiming for it is Magma Axis which is LV70 now if I remember correctly while it was LV65 on the original, but there is many new skills for MC anyway.


    Ah, I heard about the new and improved Magma Axis. Well I'm sure the new setups are reasonable. Thanks for the heads up.


  2. On 05/01/2018 at 2:00 AM, zombero said:

    You sir, are the GRRM of Nocturne Hardtype LPs.

    It comes naturally. :P


    On 06/01/2018 at 7:51 AM, Nesouk said:

    Lucifer is pretty much the best boss of the mod tough ^^, sound interesting I admit that I never use statut effect with the MC I always leave that to the demons.

    Hmm, guess I'll have to do TDE later. Yeah I always leave the buff/debuff to the demons so I figured I'd try something different. I might change my build later tho. But I'm really big on Yosuga so I'm definitely keeping that. They're the coolest bunch in the game.


    'Nother chapter in. I need to pay more attention to the magatama movements, so I can learn their skills whenever possible. @zombero Since you revised the magatamas I suppose you also changed the level requirement for their skills, eh? Anyway I could've probably learned Berserk at my last lvl up...


  3. 2 hours ago, Regdren said:

    Follow-up question! Would you also like some feedback from a player who goes into the mod knowing nothing about Vagrant Story? Or is this more of a mod for veterans?

    Sure, that'd be interesting. I didn't think someone's first playthrough would be through my mod, I wonder how that could turn out. One thing is you won't have a basis for comparison, so you won't know what I added from what was already there. Although that's not really an issue since you can always go back and play the original game. More importantly, I hope you enjoy the story and music which are stellar even by today's standards.

    You could say the mod is for veterans in the sense that it adresses some long-time issues people had with the game. It's not so much a hardtype mod as it's a rebalance mod. My main goal was to make it more playable and interesting, instead of just harder; I wouldn't want people to drop it because of difficulty. I can't say it will be a walk in the park for you but I suppose I could give you some directions if you're struggling too much. There are only a few basic rules to understand, anyway.


  4. 1 hour ago, coffee potato said:

    By the way, do You mind if I do a sort of blind test run series on this? I oten blind test run mods as a hobby, figured it'd be best to ask first. Funnily enough I was looking for an excuse to do a run of this for a while, it's hands down one of my favorites on the PS1. It always seemed funny to me that of all things, VS was what they referenced more than anything in Tactics Ogre, which is what I do tests of most of the time. 

    Not at all. If you're familiar with the original game, you shouldn't have too much trouble with the mod. And I appreciate all the feedback I can get. VS has always been a niche title, I'm glad there are people willing to re-experience it after all this time. I do hope you have a grasp of the underlying mechanics, though; otherwise you might find it too difficult. TBH the game never did a really good job of conveying some things to the player (how to deal damage effectively, for instance). In any case, I welcome the interest, so yeah feel free to do your thing if you feel like it.


  5. 6 hours ago, coffee potato said:

    I may be missing something obvious, but where is the download link to this mod? Can't wait for the completed version, this game's one awesome masterpiece.

    There was a link for the demo, but I can't recommend it at this point. The finished version should be out by the end of January.


    Yeah, this game is nearly perfect in my eyes. Probably the only one I'd put this much effort into.


  6. 2 hours ago, velsper said:

    I need to get to downloading this mod. Would it be possible to play through the whole game? Or should I just keep an eye on it until you're done? 

    Right now it's not playable from start to finish, as some areas are still being worked on. I intend to release v1.0 by the end of January, so I'd say wait for that.


  7. Hello there. I've been meaning to post for a while, and now that I got my Xbox360 controller working with pcsx2 it's much easier to play the mod. Using a keyboard for pcsx2 is just painful. Now that's solved and I have a much larger HD storage, fraps and v1.5.1 of the mod, I want to record my own little series of vids for hardtype. It will be a nice breather from my working on own hack too. I wonder if I should just record everything or be more selective about it. Hmm.

    @zombero: from what I've read of the comments, sounds like Mother Harlot is the Giga Mutant of this mod. Do I see a pattern with your hacks? haha


  8. On 15/09/2017 at 3:35 AM, MysticLord said:

    Does the auto-healing buff still cancel on damage?

    IIRC, it cancels when a spell is cast on Ashley. That hasn't changed. It heals like 5x faster, though.

    @SquaresoftThe cheap tactics are being addressed. I agree they were a problem in the original.

    Here's the link to the development playlist.



  9. 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:

     These are the main features:



    - 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

    - Some weapon grips have been changed

    - A few item consumables are improved

    - Drop rates increased

    - Enemies have been tweaked for a greater challenge


    - Quicken spell added

    - New enemies added to all areas, with emphasis on post-game

    - New enemy spells, some of which pierce through Magic Ward

    - New enemy melee attacks, which combine damage and status effects, inflict AoE damage, etc.

    - New Polearm grip


    - Escapeway area removed

    - Time Trials no longer available

    - All magic locks removed from chests

    - Unlock spell removed

    - Class dummies removed; affinity dummy moved to Godhands

    - Analyze spell hitrate is always 100%

    - Surging Balm regenerate speed 5x faster

    - Poison damage speed 2x faster

    - Crimson Blades' spellcasting greatly reduced

    - Grimoire item descriptions cleaned up

    - Misspelled room names fixed