zedorfed66

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Everything posted by zedorfed66

  1. Shadow Hearts NTSC-U - Imbroglio v3.50

    Yes that's true. Once you leave Asia there's no way back at any point. So make sure to grab the Erotic Book from Kuihai Yower so u can get Seraphic Radiance and also do the Pitfights if you want to do them. Good luck with the videos and rest of the mod.
  2. Shadow Hearts NTSC-U - Imbroglio v3.50

    Great thanks for these vids. They are funny and it's interesting to see how you tackle my mod ^^
  3. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Don't feel like a cheater unless you use actual cheats. I want my mods to be enjoyable so using any of the rings or applying Seals is more than ok. This is a pretty tough mod at this point afterall :D.
  4. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    I don't personally see that as a good thing to do. I often get ring perfects in the normal encounters and if I'd get extra exp for every time that happens I would get way too much xp. There are already rewards for doing well in the fights and I don't like the idea of changing them.
  5. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey guys, I've updated this mod to v1.3. This is a small agility value update for enemies with (x 1.55 + 1) form. Now these enemies' agl values go with x 1.6 multiplier instead. This changes the values so some enemies are less agile, some a bit more and some remain the same. I did some more testing and this is what I wanted to do. I want to thank all of you for playing through my mods. See ya!
  6. Shadow Hearts NTSC-U - Imbroglio v3.50

    I don't personally like the idea of changing the point where you get the Warning Device. I think the back attacks are important part of the game and I haven't had much trouble with them. I'm glad you like to experiment with the items and such. And I hope you enjoy the rest of the mod. I've updated this mod to version 1.3 btw. That is a small agl fix for the enemies, check my message below to find out more.
  7. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    I'm not sure if I'm gonna commit to making a "low level" mod. It would alter pretty much everything I've had set in this mod. For example the recommended levels all work with 1.5 multiplier for agility for Yuri and 1.65 for Blanca/Kurando. There are also multipliers that go for hp, str and mag stats. If I'd change the recommended levels below what they are now things would get messed up. I thought I'd increase the exp gained in battles but that wouldn't work well either cause some of the dungeons are longer and the exp that is given to the characters now is just right the way you get to explore everything and not get over leveled. Then there are some dungeons where you get to the end fast but have to grind for an hour. Basically there's grinding in every area. Some just go more naturally while exploring. I adjusted the exp for every area the way you'll need to be leveling for about an hour in each area. There may be exceptions in later dungeons. The subway dungeon gives og exp since it's kinda a long one and you get plenty of exp if you explore everything. Basically this mod is not very good for streaming unless your audience wants to get bored with the grinding. And from what I gathered that was your concern too. I'm sorry about that. I still hope that you enjoy it.
  8. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey again. i hope your weekend's been going well. I'm glad you're liking my mod in most areas. There's some learning to do with this mod for sure. I had to relearn the game myself and especially Covenant which has lots of customization in different ways. I know the back attacks can feel tedious and I'm sorry about that. In Covenant and FtNW there's an item that prevents ambushes which is called "Warning Device". I'm pretty sure it's in 1st Shadow Hearts too but I'm not 100% sure. I hope you enjoy playing through the rest of my mod.
  9. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey, thanks a lot for these videos. I hope you're doing well in life right now with the pandemia going on. I wish these games would only have positive effect on people and that they wouldn't curse at my mod for being annoying or too hard. I primarily make these mods the way I enjoy playing these games myself. I watched your video and your emphasis on playing extra safe caught my attention. That works well in bosses in general (you did really well in Felinus & Yamaraja) but may result in deaths in normal encounters where you should be playing more aggressively in encounters where you need to take care of the enemies fast. It also saves time to take care of the normal encounters faster since you'll be fighting a lot. You could try using Yuri's fusion magic as it has great effect on certain enemies. For example you could've one shot either the Zombie or Green Flyer enemies with the Earth element's (Flying Stones was it?) magic. I noticed you got better hang of hitting perfects with Zhuzhen's magic later on in the video so great props for that ^^. Also the Malice lowering fights grant you items if you do them before the door has opened (red Malice level).
  10. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    In v4.1 I thought I'd have the duels as reward for being patient with leveling while the bosses can be done on lower levels. Maybe I should make a "perfect" low level mod that still requires correct inputs. I think it'd be cool for those who don't care to spend so much time on leveling. I'll be looking forward to seeing what you think about the mod.
  11. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    You are more required to be on the recommended levels in 5.0 cause the bosses hit harder. Either go with 5.0 or 4.1. If you only can i recommend going with 5.0 since it's more complete. On 4.1 you could beat the bosses earlier levels but the wolf bouts and fusion battles couldn't be done immediately cause they're more strictly locked to the recommended levels. So it's kinda weird mix. I definitely prefer how things are in 5.0 cause I enjoy the grinding but it's different for everyone. I'm glad you're enjoying XII btw. I also like FFX and XII.
  12. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    I'm glad you're doing well. FF8 was my childhood game and my favorite in FF series. I've also played through 7, 9, 10, 12 and the 13 trilogy but I find 8 to be the easiest to pick up. The junction system can be annoying but it's also the game's way of getting stronger since leveling alone also levels the enemies. It feels more rewarding in hard mod when you get access to better junction magic since you really need it against the enemies that have been modded stronger. At the same time I can understand if the system puts off lots of players. I hope you enjoy the mods and if you have any questions or anything you can message on these boards. Thanks for the invite, I'll be checking out your progress if you choose to tackle them.
  13. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey thanks a lot! Hope you'll have great time
  14. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Hey, good to hear from you Shaggy. It's been a while eh. I hope you've been feeling good and healthy in these testing times. I've made a goal of making these mods as perfect as I possibly can. I keep coming back to them once in a while cause I love these games so much. And sometimes I find stuff that I want to change for myself and others. I've also made mods for Shadow Hearts 1 and FtNW if you wanna check them out. I also released a mod for Final Fantasy VIII a while ago. I need to play through that game more to test it out some more.
  15. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    I'm glad you're showing interest. I hope you enjoy it if you plan to try it at some point.
  16. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Hey again dear NGPlus community. I created a new version of this mod for those who're craving more challenge from it. v5.0 is not only a more hardcore take on the mod, but I also got things done for it more correctly to my liking and things look more cohesive now. Here's a rundown of what was changed in 5.0: -Final dungeon enemies' health multiplier is now *2 instead of *1.5. -Enemy physical damage increased (significantly at times) with magic damage balanced with the PD multipliers. You will be required to cast Arc Shield and Arc Barrier on bosses this time around. -Normal encounter enemies' agility increased the way they're no longer scaled to Yuri, but to the party member with highest agl value. After looking more closely at the agl values I was able to figure out how the optional dungeons' enemies were meant to be handled, thanks to looking at the agl value of Kurando instead of Yuri. With these changes now the recommended levels for following dungeons are as follows: Tiffauges Castle: 72 Doll House: 79 Dog Shrine: 81 Black Forest: 86 Neam Ruins Underground: 93 'Guardian' boss can still be done right after 'King Tamakos'. 'Dark Seraphim' and 'King Solomon' bosses can be done right after clearing Neam Ruins Underground.
  17. FF8 Remastered - Extreme v7.6

    Hey guys, I hope everyone has been healthy and safe in these special circumstances. There's one thing I'd like to point out. Please d/l the latest patch instead of the previous ones. You may be wanting the Tonberry GF as early as possible if you wanna get the Card Mod ability. Bye and take care!
  18. FF8 Remastered - Extreme v7.6

    v1.45 changes Tonberry King's HP to original. Jumbo Cactuar, Bahamut & Ultima Weapon's HP to x2 from x3.
  19. FF8 Remastered - Extreme v7.6

    v1.4 gives all enemies +1 speed per level. So if enemy is 30 levelled it gets +30 and if 100 then +100. In the original the fastest enemy has 145 speed at lvl 100 now it does have 245 speed value instead (Griever's Helix remains unchanged with its 255 speed value).
  20. FF8 Remastered - Extreme v7.6

    v1.3 halves the effectiveness of HP+20%, HP+40% and HP+80%. And HP Junction effectiveness is now 3rd of the original instead of half.
  21. FF8 Remastered - Extreme v7.6

    v1.2 halves the effect of Elemental Defense Junctions. I'm working to get this mod as perfect as I possibly can but I'm far from the end in my playthrough. I want the final boss to be challenging to some degree as well. If anyone got suggestions on things I should change you can leave them here. If not that's fine. Just enjoy the mod the way it is up to this point. I'll get back to it if I see something that needs to be changed.
  22. FF8 Remastered - Extreme v7.6

    In v1.1 i upped boss health from * 2 to * 3. Those bosses that must be passed within time limit weren't changed from v1.0.
  23. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Hey again. They're supposed to have 6x their original agility so you should definitely see the difference. You could reinstall the mod on original game image just in case. Edit: This mod was designed for NTSC-U version of the game and it may not work with undub. Also I think if the game image is not original (modded in some way) the mod may not install. If you have hex editor you can check if the mod was installed correctly by looking at the value in address 0x31888B9E it should be "48" instead of "0C" as in 72 instead of 12. That's the agility for Castor.
  24. Shadow Hearts NTSC-U - Imbroglio v3.50

    Congrats on beating the mod!!! Those characters with less than half the agility of a boss tend to miss their abilities and basics a lot of times. So it simply has to do with agility values. And yeah Seraphic's boost does horrible things. Need to have something to reduce judgement speed if you decide to use it.
  25. Shadow Hearts NTSC-U - Imbroglio v3.50

    Ok, another quick update on the mod. v1.2 Changes Olga 3's agility value from 156 to 130 (turning the sketchy Beach more into mainstream). I also tested the Cherubim battle, however the boss seemed fine with 7500 HP so I didn't touch that. I wouldn't be surprised if there was nothing else to change tbh. I made sure v1.0 had pretty much everything covered.