zedorfed66

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Posts posted by zedorfed66


  1. v7.4 lowers Peryton enemy's hp and ups the agility some. I had set its health higher and agility down cause there's always only that enemy type in the Hermitage dungeon. However these enemies cast defense spells so they go well with the default health multiplier for the story enemies. With this change they're insta'd with perfect Bright Crimes when their Barrier is up.


  2. I guess Amon needed a slight reform afterall. v7.35 lowers Amon's magic so it hits for less than half health with The End if Barrier is in place. To compensate the lowering he gains a bit more speed. Most things should be right in this mod but there might be some little changes here and there and I'm gonna always upload new version of the mod right away since my life is uncertain right now.


  3. Back again with small update. v7.25 decreases Petrograd's alien wolf's speed since I thought it was a bit too fast and also increases its attack and magic cause I tested the wolf with worse armor instead of that one you get from Goreme Valley. Dumb me. Another change is that Great Gama 2 is meant to be done after collecting Cure Plus magic from Goreme. His speed goes down but strength goes up to create slightly different experience from the 1st fight. I need to work my way to Gama 3 cause in my save I don't have Cure All and there's no way to go back at that point. It's no biggie though cause he also goes with the stats he has rn.


  4. Hello there, big update here.

    v7.0 has lots of changes that make this mod better. I try to summarize in nutshell:

    - Semi-tank random encounter enemies gain hp and agility due to there being max 3 of them in battle. I did the same thing to the full tank enemies in previous update. With this change full tanks still have more health and agility thanks to there being max 2 of them in battle at the same time.

    - Soul power gains rebalanced with disc 1 enemies generally granting more while disc 2 foes much less. With this change you will have more soul power at the end of disc 1 than before and less in endgame.

    - Wolf Bout enemies are now different from one another based on their personality and background. So different buffs work better in different fights.

    - Exp and cash amounts rebalanced. Now all dungeons from Wine Cellar to Queen's Garden go with 2x exp. Optional dungeons give exponentially more exp with the right order to do them being Tiffauges Castle -> Dollhouse -> Black Forest -> Dog Shrine -> Neam Ruins Underground. Final dungeon goes with 4x exp and increased soul power. All semi and full tanks give 1.5x the exp multiplier amount of cash. So if exp is 2x the cash amount is x3.

    - Bosses and wolves hp increased a bit so they don't go down too fast. Also random encounter enemies agility increased by some on disc 2.

    - The accidental sell prevention of unpurchasable weapons, armors, items and accessories is better now with only hit area and strike area expands being sellable.

    I'm confident with this working out that's why I'm releasing this now even though I haven't tested all the way yet. I'll make possible changes in the future as I go along with my playthrough.


  5. Small patch so I can sleep at night while this game is on hiatus while I'm bettering my Covenant mod. v3.65 is random encounter enemies Soul Power patch which makes squishy enemies drop less soul, semi tank enemies more and full tank enemies the same amount with few exceptions. You will gain a bit more soul power in early game while significantly less in late compared to my previous versions. I'm working on change like this in Covenant too since it feels early game lacks that and in late there's too much when you don't even need it anymore. Actually I'm starting with the correct soul amounts right from the beginning while in both SH2 and SH3 the game starts with the right amounts kinda late.

    Edit: forgot to mention I also changed the final dungeon exp, cash & soul amounts. Now final dungeon enemies grant 5 x exp 5 x soul and 7.5 x cash. Basically exp and cash go up a bit while soul becomes 5 when it was 7 previously. Janus enemy exp & cash goes down a bit and soul power is 75 now when it was 120 previously. Also Purgatory enemies soul amounts were altered with 6 x soul becomes 4 12 x becomes 8 and 18 x becomes 12.


  6. Hello NG+. I have started working on better version of this Covenant mod that will have improvements that should make the mod even better. Here are some things I'm gonna change:

    - Add more health and agility to the "semi tank" random encounter enemies. This is kinda the same treatment I made to the full tank enemies in previous update. They won't have as high health and agility as full tanks since there can be 3 of them in battle max where the limit for full tanks is 2. Semi tanks and full tanks will give 1.5 x more cash and a bit more soul power. On disc 1 you'll be able to level fusions more thanks to the soul increase. On disc 2 all enemies will give slightly less soul power so you'll end up with less soul than before in endgame.

    - Make wolf bout foes more personalized with stats based on their background. Idk why I made all wolves follow the same formula all these years. But this will change in the coming patch.

    There might be other changes too but these are on my mind atm. I know I'm slow and I apologize for that. But I'm trying to make these mods as good as I can. I'll continue with the rest of Shadow Hearts 3 after I've finished with Covenant. I have no estimate on when I get this released. I got hard times in life here and there but I try to focus on this whenever I can. Thanks for playing through my mods btw, that means a lot to me!


  7. Small yet important patch: v3.6 ups the potent of Cure Plus stellar magic. The spell power is upped from 150 to 225. With this change it heals slightly more than Thera Roots the moment you get it. Shania's Cure Plus is still alpha with the spell power of 250. Idk why they made Cure Plus stellar so weak, but it's fixed now. There are positives to using Thera Roots too since they give more turns so it's good like this. I'm currently leveling to 64 in Natan's dungeon to face the boss and everything seems good so far.


  8. Small patch: v3.55 ups Ninja village enemies agility by some and lowers Sushi house foes agility. With this change the 1st part of Sushi house (5 battles) are doable at the start of sidequests at around lvl 60. When it comes to the battles after that it's suggested to level up a bit further. Ninja village is suggested to do at the end of sidequests at around lvl 72. These are calculated changes and I still need to to finish the other optional dungeons to get 100% confirmation.


  9. Another really small update: v3.5 ups Daoros & Killer's agility and magic. Idk why I had their speed set so low before. That's exception boss cause they're fighting together. Most other bosses should be fine. Malice Killer needs more buffing since I'm planning to make him beatable only after the optional dungeons. For now he remains beatable right after Garland Residence. After I've gone thru the sidequests I'll set his stats higher in new patch.


  10. v3.45 is a small update which modifies Delget's stats (the boss in Aito Cave). He now has increased strength and magic but his speed is lower. This makes the Pitfight where you need to kill him in less than 3 turns manageable (wow such progress). It also creates variety when you have beast that is extra strong. His lower speed also fits the scene just before the boss. Also he is one big boy so he needs the power.

    I may be updating this mod even if I see only small misses instead of waiting for large chunk of changes. I think it's better that way.


  11. Back again with new version of the mod. In v3.3 everything has been tested except few bosses that I suspect to be correct anyway. Final dungeon enemies power was increased and the Janus enemy that always appears alone was made a dangerous mini boss that gives more exp, cash and soul power compared to the rest of the monsters. All Purgatory enemies have now been modded to give more exp, cash and soul power. All of the values have been checked in code to be correct. All that remains now is the Covenant mod treatment, making unpurchasable items weapons amors and accessories unsellable. Also I'll be checking the few remaining bosses as I go along with my playthrough.


  12. Back so soon huh? I felt bad for making ppl wait so I released version 3.0 which in itself is not 100% tested yet but most things should be exactly how I want them to be.

    Almost all bosses have been tested and random encounter enemies are like they should be. The enemies give more cash and soul power compared to the exp multiplier but still not too much so optimality is rewarded while playing. If you play through the Purgatory dungeon in this version I recommend going through the doors in this order: Dark, Earth, Light, Water, Wind, Fire. In this order the enemies give more exp cash and soul like they're meant to. I'll be changing the rest of the Purgatory enemies for next version along with other possible changes.

    Thanks and see ya!


  13. Hello people,

    I don't know if there are anyone interested in this mod anymore but I've been working on the new version for long time and it gets better everyday. I've had to start over couple of times when I've had new realisations but it's going forward everytime I work on it. It's looking really good at this point but I'll still have to run through it to make sure everything works well. The new version is probably gonna have survival elements when it comes to cash and soul power and the more optimized gameplay will lead to better results. both random encounters and bosses should provide good challenge while grinding doesn't feel like a chore since I've made sure there's not too much of it like in the incomplete version i released before. I can't give any deadline but I'm working on the mod approx 1 hour everyday.


  14. 2 hours ago, twigglypuff said:

    haha yup! Silver hand is the answer here, because executing key to success + 7th key is not easy to do well, but silver hand makes it a garuntee. I am enjoying SH:C so far, I'm about to fight the SG Italy HQ Boss. SH:C feels so good to play.

    Thanks for playing through my Covenant mod! All the best for the new year for you and the rest of the community! <3


  15. 11 minutes ago, zedorfed66 said:

    Yeah I've heard before how op the items in sh1 can be. I havent used those myself. I used 3rd keys cause they're purchasable. I might make some adjustments at some point. Thanks for the feedback and enjoy Covenant!

    Sorry for another quick reply. I looked up the items of Shadow Hearts and it's only the Silver Hand that kills it all making user hit everytime. The other applied things only work so efficiently cause you hit everytime using that item. I might change that item's name and make it give mana for all party members for example. I'm sorry for being so clumsy and realizing this just now.


  16. 5 hours ago, twigglypuff said:

    Happy new years to you too! Yeah I blasted thru it because i love SH1 and ur mod is fantastic. The most hilarious part of the mod for me was the final bosses. I ended up killing both of them in 1 hit.

    Seraphic Radiance -> For everyone -> Silver hand -> Monkey Paw -> 5th key killed Messiah
    Seraphic Radiance -> For everyone -> Silver hand -> Monkey Paw -> 7th key killed Metagod

    Metagod died before my 7th key even finished, cuz Yuri was hitting for 999 with each attack lmao.

    I already started your Godslayer Mod, i forgot how much more advanced of a game SH2 is comapred to one haha.

    Yeah I've heard before how op the items in sh1 can be. I havent used those myself. I used 3rd keys cause they're purchasable. I might make some adjustments at some point. Thanks for the feedback and enjoy Covenant!


  17. 12 hours ago, twigglypuff said:

    Its been a wild ride, definitely the best shadow hearts one experience. Like i said playing on 1.7 solved every single issue. Im currently grinding to 99 on the float so I can go beat Seraphim + ben and get seraphic radiance to fight final boss. Still a bit to go, only level 83 lol. After i finish this im gonna go straight into your SH2 mod. Sadly SH3 aint it for me. No Yuri = No play. :(

    Wow you've really blasted through sh1 fast :D i know where ur coming from with not wanting to play ftnw. It IS kinda different. It still has demand though and I like it too so I'll be working on that. I really put lots of effort into this sh1 mod. Maybe even more than for Covenant by now so I'll gladly take any critic about these mods and especially the Covenant one. Happy new years to you and the rest btw! Hopefully next year's gonna be better than 2023 was.


  18. 5 hours ago, twigglypuff said:

    Hey zedorfed, im really enjoying the Mod but I have an issue. As soon as I got to europe after defeating Calamity, some of the ingame sounds stopped working. Specificly when I click an item to use such as a tent, when I open a chest, but most annoyingly of all, the sounds the ring makes when you do attacks or use items. Is there anyway to fix it? I tried 2 different ISO's, and if i load a save from China the sounds work again.

    I am using latest PCSX2 with default plugins.

     

    Updating to PCSX2 1.7 fixed all my issues!

    Haha glad you got things under control! Hope you'll enjoy the rest of the journey. I use PCSX2 v1.2.1 on all Shadow Hearts games and they all run well. I appreciate all feedback. They give me outlook from other people's perspectives and not just mine. They also may make me think if I should change stuff even if I think the mod is in good standing. I'm currently working on my Shadow Hearts 3 mod but I've been sawing back and forth thinking on how to handle the dungeon exp and other enemy stats stuff. But I'm making progress everytime I work on it.