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Everything posted by the_E_y_Es_o_0

  1. 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:!BRFUmQoS!TlzldgUbL_M02Bm58XU6ug_kfUEF9oBNo-AfAugdZoc 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
  2. 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...
  3. 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. 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. =)
  4. 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.
  5. 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... I hear ya. I did want to have a few bumps in the road, and Rosencrantz is definitely one of them. I'm partial towards Great Axes and Polearms, myself. 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. This is really cool, and very motivating for me to hear. Awesome. Haha, no problem.
  6. Hello blackcat777. I seem to remember you from the gamefaqs board? Or it could have been somewhere else. Let's see... 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. 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. This is really gratifying to hear. 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. 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. 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!
  7. 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.
  8. Not for a while. It's kind of low priority at the moment. Although I still work on it when I have the time.
  9. Just chiming in to say, that was a great read. As a modder myself I would be delighted to get this kind of praise. I've played the hack and I agree with most of your points, and you've articulated them better than I'd be capable of. Now I actually feel like going back and replaying it! Zombero did a great job here... I've been thinking of getting this on cartridge so I can enjoy it on console; just need to find a suitable script hack to go with it (can't remember if CT: Lavos' Awakening included text edits). Anyway, yeah -- great read, great mod.
  10. I've added a link in the OP for the demo build. It fixes the problems found so far, and adds the following system changes: DYING BODY cancels STR-UP; Ashley cannot cast Herakles on himself. DYING HEAD cancels INT-UP; Ashley cannot cast Enlighten on himself.* DYING LEGS cancels AGL-UP; Ashley cannot cast Invigorate on himself. *'Dying head' means you're also Silenced, so you wouldn't be able to cast spells anyway. But now even an ally (like Sydney) wouldn't be able to cast Enlighten on Ashley in this situation. I wanted to make the "dying" mechanic more relevant, and I think this adds some welcome complexity into the combat system. Edit: Fixed the demo link on the OP.
  11. Fixed it. Thanks for reporting the bugs, it is really useful to me. Also, I'd ask you something if you don't mind: whenever there' a story cutscene let it play out in full, so I can be sure that I didn't break anything else. After the Limestone Quarry area the rebalancing is unfinished, so you might experience some oddities/inconsistencies.
  12. Found the problem, thanks for pointing it out. If you'd like a temporary solution, try skipping the cutscene which plays after defeating the Sky Dragon. That should find you right back in the boss room and you can proceed normally. I'll address your other questions as soon as I'm able.
  13. Glad to hear it! Make sure to experiment with break arts, they're a lot more useful now. The final build should be out soon.
  14. For those wondering about the release date, I expect to finish the mod in a month's time or so. Rebalancing is a slow process, and if I were to rush it the quality would suffer. If you want to get your hands on the current build, this patch includes what I've done so far: (link removed) Apply it with Ppf-o-matic on a clean (US) rom.
  15. Personally I wouldn't change the New Game option, I'd rather have a tiny "v.1.5.2" on the bottom-left corner or something. That'd be enough to signal that the mod is working correctly.
  16. I see. That's good to know, thx.
  17. Starting my own thread for this cause I'm a narcissistic son of a gun. Upload takes forever so the chapters will be slow to arrive. Here's the playlist:
  18. I'll put in the OP.
  19. 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. Ah, I heard about the new and improved Magma Axis. Well I'm sure the new setups are reasonable. Thanks for the heads up.
  20. It comes naturally. 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...
  21. 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.
  22. 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.
  23. 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.
  24. New chapter added. I think I'll do a debuff/physical build, invest in Iyomante, get that Mind's Eye. That ought to increase my chances of survival. I'll also be doing the Yosuga route, since TDE has been done by everyone and their mother. Looking forward to Futomimi fight.
  25. 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.