dawnbomb

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Posts posted by dawnbomb


  1. Alright, as i compile information im gonna  post it all in this topic, seems more reasonable to me for some reason.

    Anyway, each character has a accessory to resist X element, and that element is also what they already resist? whats the point, does it resist more? From what i gather all resists are 50%, if duran has Master's Armband, does he get 75% ice resistance, or did i get something wrong somewhere, or has something changed from the info last put into the patch download?

    Actually, im pretty sure something is just wrong. Because Durans war king's crest says remove weakness to ice, but he isn't weak to ice he is weak to fire? and that would just make me think "well sure those two separate sheets weren't both updated to each other", sure, except the gear sheet also has Duran's Beryl Armet removing weakness of base class fire.  Well now im sitting here going, is he weak to fire or ice? i could get if the weakness chart was inverse, but the gear chart is directly contradicting itself now. 

    Edit: i see the game was updated *yesterday* and now Beryl armet just says remove base weakness instead of remove fire. fine(?) but the new 1.2 sheet still says duran resists ice, but war kings crest removes his ice weakness. what gives?

    Edit 2: i see now the ring page says all accessoires (accessories? lol) can be equip to anyone, why does it name characters on the left side then? Does that character need to be present for the item to be for sale / acquirable? Or is it a leftover of early versions that should be removed / doesn't mean anything anymore?

    Edit 3: Okay so i assume you changed the helm chart from remove base weakness X to remove base weakness because helms (and related) are characters specific. But why did you only remove the Remove X weakness from the *base* gear text, and not the advanced weakness text? is this simply a oversight or something else?

    Edit 4: Note to creator: Change log says *Pedan's weapon trader now visits Wendel already after 2 godbeasts are defeated instead after 4  but the weapon sheet included still says 4, also the armor one is maybe also incorrect.  

    Edit 5: Another question! in "possible upgrades" for spells, are those upgrades from equipment? As in if a gear has Sudden on it, it applies to spells that only support Sudden as a possible upgrade? and same with the others? Are there any cases where a class gets sudden naturally on a spell? (Because if so i'm not sure there is any way the player can be aware of this?)

    Edit 6: So, is it possible to use War King's Crest to remove another characters advanced class weakness? or only their base weakness?

    Edit 7: So, Kevin Dervish on patch notes didn't say he learned Poison Breath, but it appears on his classes spell list. What gives?

    Edit 8: out of curiosity, how much does Luck affect the rarity of drops? any hard numbers you can throw at me?

    Edit 9: The guide does not say Battums inflict Mind Down, also Lise's second weapon is incorrectly called Spear, instead of Long Spear.


  2. This icon patch add's icons to various parts of the game: https://www.romhacking.net/hacks/2713/
    This re-inables sound test mode: https://www.romhacking.net/hacks/4859/
    This changes the title screen: https://www.romhacking.net/hacks/2569/

    And while i have your attention, question.
    in the classes text document, stuff like 12/11/10/8/8/8 is shown. Is that the caps of that class, or the base stats? So when a class changes, it boosts to THOSE stats, then gets the NEXT classes new caps, right?

    if i think of other questions, i'll post em

    Edit: Right, i also wanted to know what fucking STAT each of those is. kinda important, and strange that isn't in the text doc anywhere.
    Is it Str Vit AGi Int Pie Luk?

    I wouldn't be surprised if it was Str Vit Int Pie Agi Luk, or Str Vit Agi Luk Int Pie.
     


  3. 1 minute ago, Vanish Mantle said:

    I am still be interested in working on Dark Dawn. So if you want to PM me we can discuss things for sure. As for my mods they will always be far more difficult than Vanilla Golden Sun. My new mods i would say currently are harder than my first ones.

    sent you a PM


  4. If you can, you still need to post all the locations of all the hidden/super bosses in golden sun 2. people can generally assume GS1 is crossbone, but i recall risen star (hopefully correctly) and theres a ton of new hidden bosses yeah? can't beat em if we can't fight em. also, locations of mimics and mad plants.

    also for a fix, you overflowed Isutodoragon HP that resulted in him having 1 HP

    also you inspired me to start work on some simple hard mods of my own...for no particular reason. for your new mod, theres a new program called golden sun magic that can edit enemies weaknesses and resistance data, among other new things. check it out.

     


  5. Do you have a change list for Djinn effects or were they not touched at all? wondering if Gust is still garbage at only 10% chance for double damage. 

    The Drone Bees in Kolima Forest where tret is, are extremely weak for the players power at this point in the game. The games easy upto here other then bosses (they are medium) but this is the first area where the player is fighting totally new enemies and should be prepared. They do ~10 damage and considering the player has HP regen, and PP regen while walking for cure, they pose actually 0 threat. they should probably get +15 attack. either this, or maybe nurf the early gears HP regen, as it honestly carrys you the entire early game.

    what level is "balanced" to beat GS1 fallen star at for GS2 transfer?


  6. im extremely interested. i may grab this next week and do some balance testing on hard mode for you. (BTW, any chance you can literally change the text from "retry" to "hard" and "gift" to..."Rogue"?

    gonna be rolling through fallen and risen star first, atleast fallen star (as im also playing tears to tiara 2 platinum playthrough) and maybe you'll throw more changes while i wait as this seems freshly full of big changes.


  7. im hype for new mods, on the other hand, if you are looking into dark dawn modding again, i'd be willing to help out. i feel like dark dawn has much more possibilities due to no 16k HP cap. additionally, characters despite 3D were made so that if you want characters to use equipment they cant normally use, it works fine. IE native supported in the code. 

    as an aside, is your new golden suns mods, still going to be "insane difficulty"? (i REALLY hope so~)


  8. I'm going to play them through again. but i'd like to say they had NO exp curve problems, especially no endgame grind. So im directly saying to ignore the previous posts comment. 

    i forget where in the lost age, but in golden sun 1 if you choose to fight and kill the lizard in the tornado that takes you to crossbone island, he gives you like 32k exp or something insane. (before people in the future read this and go oh, ill do that then skip normal fights, almost every single enemy in the game past mid game, and i think literally every enemy at the end of the game, has a UNIQUE RARE amazing equipment it can drop. as a reminder, drop rates go up if you kill enemies with a djinn whose element they are weak to)

    as i recall the lost age risen star doesn't by default have hard mode accessible. could you either mod the game to allow selecting hard mode of a fresh new game? or provide a sav to access it? that would certinly be a worthy change if possible to do fresh hard mode.

    i don't remember everything i noted down in my first play of GS1, but i recall ....treant? (tree boss in forest that you could or not have mia) being extremely skip-able by using instant death. 

    anyway gonna start now, in a few days i'll post some notes. i only maybe recall mid game being to easy, but i guess with the 16K HP cap you can't go to ham or you hit it early.  but anyway i recall thinking the mods was honestly near-perfect. is there anyway to restore the old posts for where cool equips are and so forth?