
zedorfed66
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Everything posted by zedorfed66
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v4.5 corrects the descriptions of the changed stuff. The only descriptions that remain incorrect are the Refine amounts. I'll see if I'm able to change them in the future as well.
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v4.4 lessens the effectiveness of some Refines granting less spells in the outcome. However, since I haven't changed the item descriptions some items say they grant 20 spells as the outcome and may for example grant only 5. To make sure you know the amount you're gonna get try Refining the magic without actually finalizing it. I may update the descriptions at some point but it's not the time for it yet.
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In my previous update I was trying to cater to the final boss, making her as ultimate as I could possibly do. However, doing so actually nerfs some other stuff which I don't like. I'm moving closer to the truth with v4.3 which gives enemies and the player more power. This is what I've done before but I've done other changes too so it's still a step forward. The final boss is still good with these changes from what I can see. So the changes with v4.3: -Str & Mag Junctions are now original (like before). -High level Potions again heal for 5000 health. -Auras and Aura Stones again grant Protect & Shell instead of Aura. -Enemy str & mag power is back to +2 / level. -Enemy hp is again doubled. There are exceptions where it's original hp instead of x 2. This is what I like to continue moving forward with.
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I'm sorry about all these frequent updates but I feel like I'm living uncertain times right now. I've now learned the hard way not to mess with the enemy med/high level. This game puts me in my place everytime I change them, so: v4.2 changes enemy lvl2 & lvl3 skill levels back to the original. Boss levels remain at x 1.5. Now Str and Mag junction power is halved just like the other 3 stats. With the nerf to healing high level Potions heal 4k health again instead of 5k. Aura and Aura Stones get back their Aura effect. Enemy Str & Mag +1 / level. I'm running a playthrough of this mod again with this new setup and i'll change things if I see something that doesn't feel right.
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v4.1 changes the effect of Auras and Aura Stones. Now they grant Protect & Shell on 1 party member instead of the effect of Aura. With this change now the final bosses are locked to level 90 again and the final dungeon bosses' levels go with x 1.5 formula, as the rest of the bosses. Omega Weapon is an exception. He is still locked to lvl 100. Final bosses and all soldiers now go with doubled health (same as all the other monsters).
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I feel like I made a mistake in my previous update by having double the EXP and AP from battles. I've been doing lots of testing and I've come to the conclusion I have to revert them. v4.0 reverts EXP and AP gained back to the og with boss levels and enemy lvl2 & 3 multiplied by 1.5. There are some exceptions: Ifrit is now locked to lvl 12, Fake President & Gerogero lvl 21 and Brothers lv 25. and after that everything goes by x 1.5 (Iguion, Seifer 1, Biggs & Wedge 2 still scale). The final dungeon bosses remain the same as before. Another change is Card Mod is now learnable by Alexander GF instead of Tonberry. It replaces Alexander's Elem Atk Junction. I feel like forcing players to tackle Tonberry early wasn't a good idea. Tonberry has now Move-HP Up learnable again. I'm sorry for jumping all over the place with this mod. I'm trying to make this as perfect in my eyes as possible and I won't stop until I succeed or end up in early grave ^^.
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v3.9 doubles the Exp & AP gained from random encounters. In fixed version Minotaur & Sacred are now locked to level 30.
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v3.8 changes Ifrit, Diablos & Odin hp to og. Iguions, Seifer 1, Biggs & Wedge 2, Laguna's Ruby Dragon fight & Propagators now scale to player's level in the fixed version mod.
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v3.5's changes botched the difficulty a bit. In v3.7 I'm returning some stuff to their previous states and adding some new. Changes: -Enemy strength and magic stat + 2 / level. -Strength and Magic Junctions are no longer halved which is why also the high level Potions heal for 5000 instead of the 4000 of the previous update. -Enemy level is now doubled starting from the Fake President. This is what I wanted to do so there are more reasons to level up. The Sorceress gatekeepers before the final dungeon are now locked to level 90 and all the bosses in final dungeon are locked to level 100 with the exception of the very first boss and Catoblepas. -Almost all of the storyline bosses have double the hp now. I will be playing through the game more and possibly upping some of them to x3 in the future if I see need for it.
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For some reason the Glacial Eye enemy didn't have its agl upped, v3.55 fixes that.
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v3.5 is another big update on the mod. Now there are 2 versions of the mod: Fixed level and Max level. The versions prior to 3.5 all are max level versions with bosses scaling to the party's average level. This is the more casual version while the new fixed version has bosses on fixed levels that are harder if you haven't been leveling enough. This patch halves the effectiveness of Str and Mag Junction stat and Str+% & Mag+% Junction abilities. With the nerfed magic power now X-Potions, Elixirs and Megalixirs restore 4000 HP instead of 5000. With the required levels for the bosses upped by 1.5 multiplier now the enemies get to their 2nd and 3rd level x 1.5 later. This also affects what drawable magic is available from them. For example now Cerberus has 'Triple' drawable when he's 30 levelled when before he had it at level 20. With both versions the final bosses are now locked at lvl 90 and Omega Weapon lvl 100. All enemies get +1 Str, +1 Mag and +1 Agl per level. The enemies that had their hp x3 are now x2 and those that were hp x2 now have their original hp.
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v3.1 is an important continuation to the previous update. This patch multiplies bosses' max levels by 1.5. So for example Biggs and Wedge in the Dollet Communications Tower can now be max 15 levelled instead of 10. This helps to prevent being overleveled at the storyline bosses. I also changed the final bosses. Now they're locked to level 100 but with 3 x hp at lvl30 and +1 agl / level.
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v3.0 is an important patch to this mod. I've changed lots of things to make the mod better and more enjoyable. Changes: All enemies' str & mag + 50 at lvl 30. All enemies' agl + 1 / level. Except the final boss that remains at +2 / level. All random encounter enemies' hp x 2 at lvl 30. Exceptions Tonberry and Cactuar which remain at their original hp. All soldiers remain at hp x 3. Other changes: BGH251F2 (Missile Base boss) hp to original. BGH251F2 (2nd fight) hp x 3. Minotaur & Sacred (Brothers boss) hp x 3. Diablos boss hp x 2.
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v2.9 changes later enemies and bosses agility back to +1 / level. Also, now all bosses except Red Giant are immune to Gravity. Since some bosses also show up as random encounters they are immune to Gravity as well.
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I've been doing some more testing and I'm not happy with how fights can go wrong with bad RNG even in normal encounters. v2.75 changes all enemies' agl scheme back to original, except Omega Weapon and final bosses which remain the same as before (Omega agl + 1 / level, final bosses +2). Another small change is Brothers boss (Minotaur & Sacred). Now their HP multiplier is 2 instead of 3.
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v2.55 changes X-Potions, Elixirs and Megalixirs. Now they restore 5000 HP instead of full health. I'm hoping this'll be my final patch on the mod but we'll see. Here's all the changes up to this point: - All enemies' Str & Mag + 100 at level 30. - All enemies' Agl + 1 per level except final bosses + 2 per level. - Boss HP multipliers 1 to 3 depending on boss. Final bosses HP multiplier 5. - Most bosses are immune to Gravity. - HP, Vit & Spr stat Junction power halved. - HP+%, Vit+% & Spr+% Abilities Junction power halved. - Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4. - 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Move-HP Up. Move-HP Up becomes available after learning Mad Rush. - The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards. - Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members. X-Potions, Elixirs & Megalixirs restore 5000 HP instead of full health. - 'Bonus' abilities no longer grant bonus stats when leveling up. - Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead. - Stat increments from 'Devour' removed. - 'Vit 0' ailment removed.
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v2.5 adds Gravity immunity to most bosses. Final bosses' HP multiplier is now x5 instead of x3. Final bosses' agility is now +2 per level instead of +1. And last but not least I've removed permanent HP increase from Devour command. So now Devour only works as an AP/No Exp tool. I felt it was unfair to leave Devour as an ability that would only increase 10 HP per use, and I also didn't wanna make it increase more. I think using Card Mod is sufficient enough in making the mod less of a brick wall experience.
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v2.35 is a small fix. I just noticed Tonberry learns his Luck+50% immediately instead of being a learnable ability. Therefore trying to replace it with another ability wouldn't remove Luck+50% but instead add new one which would force the last learned ability off the list. Therefore with v2.35 Quezacotl's 'Card Mod' replaces Tonberry's 'Move HP-Up' making Quezacotl learn 'Move HP-Up' after 'Mad Rush'. I'm sorry I hadn't noticed this sooner but it's fixed now.
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v2.3 ramps up the difficulty by quite a bit, especially in late game. The changes: Vit & Spr Junction strength weakened by half, also Vit+% & Spr+% abilities strength weakened by half (same treatment as HP Junction). Another change is Vit 0 status ailment no longer applies when using Meltdown magic and Doomtrain summon. I'm pretty content with the changes I've made up to this point and there shouldn't be much, if any to change from here on out. Summary of everything that's been changed up to v2.3: - All enemies' Str & Mag + 100 at level 30. - All enemies' Agl + 1 per level. - Boss HP multipliers 1 to 3 depending on boss. - HP, Vit & Spr stat Junction power halved. - HP+%, Vit+% & Spr+% Abilities Junction power halved. - Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4. - 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Luck+50%. Luck+50% becomes available after learning Mad Rush. - The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards. - Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members. - 'Bonus' abilities no longer grant bonus stats when leveling up. - Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead. - 'Devour' command now only grants permanent HP to characters, and that applies from all 6 monsters. - 'Vit 0' ailment on enemies removed.
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v2.15 changes Devour the way now successful Devour will grant perma HP from all 6 monsters instead of just from Ruby Drakes.
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In v2.1 Forbidden Medicine Refine no longer grants Stat increase items, but gives Hero Trials instead.
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Another update: v2.0 halves Elemental Attack Junction power and Elemental Defense Junction power is now /4 of the original. Another change is you will learn Devour command from PuPu card again (wasn't happy with changing that) however now only the HP stat can be increased using Devour.
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Back again. v1.9 changes lots of things in effort to remove some game breaking stuffs. Changes in this update: - The 'Card' ability completely removed from the game. I've made up my mind and I don't like the idea of having low level challenges on this mod since it removes the challenge from the mod pretty much entirely. Eden gets back her Mad Rush that replaces the Card ability that I assigned her in v1.55. Quezacotl still has his Mad Rush and Luck+50%. - The Shumi Village card game now doesn't give the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards. - Heros and Hero Trials now grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials now grant Protect, Shell & Haste on all party members. - 'Bonus' abilities now no longer grant bonus stats when leveling up. Therefore I suggest not using them. - 'Devour' command still works and is learnable from Eden GF, but PuPu cards no longer teach the ability.
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Shadow Hearts NTSC-U - Imbroglio v5.15
zedorfed66 replied to zedorfed66's topic in Development Discussion
Hey again. I'm glad you enjoyed my mod. For Covenant you'll want to be using hardware option for the video plugin and then you should be pretty much set. You'll also be wanting to have the last options in Round Mode and Clamping Mode in EE/IOP and VUs in Video Core GS Settings. Then again this is pretty much the standard for most games. There are some earlier versions of PCSX2 that make the game freeze after fights but in some the game works like a dream. Haven't tried the newest version of PCSX2 but it might work well with that one too. I've been playing the game with v1.2.1 and in that there shouldn't be any crashes. Then again I keep getting stuck in the past and don't have patience to test new things. So the newest version might be the best. -
v1.75 changes Ultima Weapon's HP from x2 to original. I did the same to Omega Weapon just to play safe. I may end up changing Omega's HP when I get to him but we'll see.