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About raics

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  1. Same as in vanilla game, the earliest where you can get one is from last story battle in barnicia castle, the grand staircase, it can drop from a female templar swordmaster but only from the level 17 enemy, if you're overleveled so so enemies are level 33+ it won't drop. You can also get it from 8th floor of hanging gardens, enraptured dreams, also from female templar swordmaster and also from lower level battle which is at 22, if you're over 34 in all classes so you can't trigger the low level battle anymore it can't be obtained at all. I'll change it eventually and there will be more places you can get it from regardless of your level.
  2. Yeah, but doing it with skills is a bit iffy and it's a ton of work.
  3. It wouldn't be as straightforward as it might seem, the enemy uses the same racial templates as you do so any stat buff there would also apply to you, and if I use different templates for them, you could just recruit those and use them yourself.
  4. If you had to level each character in the class so we had an investment, that would be a good idea, but as it is, once you have the class at that level it's just spending a few classmarks, which is the kind of trivial hassle people don't like to see. I'm already automating a good part of it, the parts that can't be automated are troublesome, for instance I'd like to avoid each unit of the class to be exactly the same so I'm switching skills around on some of them, like giving wade to units on water levels, giving them different equipment and drops, steals should be the same so you know what to expect of each knight in the same chapter but for bosses they're different, so you can steal things like necro marks from nybbeth or 30 silvers from chaos vyce, things like that can't really be automated.
  5. Yup, every and the each one of 10,000+ unit entries because the game doesn't use any templates, when you add adjusting race templates, drops, steals and gear where needed it starts going real slow and I don't have much time recently either. Exactly, fixing it wouldn't be hard but finding it would probably be tricky, of all the ways you could populate a list I can safely bet the devs chose the most awkward one. Augments are just there because of weapon flexibility, I won't try to discourage knights from using a fire sword if they want. If an augment is missing that's because the class has limited or no access to that element, as is the case with knights and dark.
  6. Those are old passive skills that got phased out, I'm removing them as I go, but the process is slow so only the first act is currently clean. New skills show up when you're 5 levels from their learning threshold, changing that behavior is a bit tricky so it probably won't happen soon.
  7. Hi, thanks for trying it out, it's always nice to see more people getting back to the game. Hard to say to what extent it would be compatible, I imagine the Japanese version would just have different offsets due to different amount of bytes spent on text but the file structure should be similar enough, haven't heard of the place before so it might be worth checking out. I'd have to do a bit of digging around skills, trueflight is considered a physical effect so it would remove evade just as it would remove apostate if it was a magical effect. I'd have to see if it's possible for an effect to be neither physical or magical, if it's possible at all it wouldn't be hard to fix.
  8. Thanks for the input, it's always welcome 1. Sure, I can pinch it a bit, maybe remove the ward altogether. 2. That would make sense, I'll likely do it in some patch. 3. There's a consolidated changelog linked in the readme, that might be easier to read but there were too many changes to list every little detail. 4. Some like their vartans in different elements (lightning usually, maybe fire), and that would nudge people a bit towards air, I don't like element locking unless that's what the class is about, like necro or cleric.
  9. They can't fire through destructable obstacles, they would go through a wall or set of stairs but not through anything with a HP bar, sadly, vertical tolerance for line attacks is hardcoded so there's nothing I can do about it right now and you can't just slap piercing on it. The whole system is pretty limited as a lot of things are implemented with one specific use in mind, it isn't very modular and modding-friendly in general. It's a situational weapon of sorts and I can't relax the conditions but I could try increasing the reward when you are in a situation to use it, I suppose.
  10. Right, about those 1. Charm and Bewitch are very powerful and cheese-prone status effects so there's a chance the target will snap out of it on its first turn, that's intended. 2. That's the way that interaction works, not much I can do about it. 3. Slow in sludgebind is the same as all other sources of slow, other effects that it inflicts are separate from it. 4. That's because if float gets cancelled by leaden you just drop down into the water, if you drop into the lava you'd probably die so it's understandable that it works this way. 5. Formula is same as area spells, however they also have a crushing damage component so are resisted more easily by heavily armored units (which is also why light burst doesn't do extra damage to undead and dark is still able to damage them), they're mostly intended to finish off a unit near death and hit another one so they aren't meant to be stronger than normal attacks. Properly covering the whole game with just two spells isn't the best scenario so the first burst will get outdated by the time you get the upgrade, not much that can be done about that either as the ability space is very limited, especially so for spells. 6. Yeah, there were a lot of complaints before that they aren't worth the trouble. 7. The AI was a bit glitchy with it so I ultimately reverted it close to what it was in vanilla. 8. Beast master is a heavily specialized class, fairly simialar in that regard to dragoon. However, if you haven't been looking at guides you have no knowledge or control over whether the next battle will have any monsters or not so I made dragoon more widely useful, bringing a beast along is your choice so it's perfectly fine if using a beast master is pointless if you don't. 10. Sure, I'll add more if I get any good ideas but the space in equipment list is very limited too. Thanks for the feedback, it's always welcome
  11. No, only the first X ability slots are indexed in the spell list and there's no room left for more.
  12. Yeah, I think they switched that around, should be 'strong defender and capable attacker', and they're pretty capable, just not amazing and I don't think they should be. The customization in this game happens on a different scale than in FFT, over there you got a 5 man squad of versatile units, here you got a 12 man squad of more specialized ones so there's no need for every class being able to do everything. I've been asked fairly often 'why are spellblades weak' or 'what should I do with my warlock', as the classes whose role isn't as clearly defined tend to stand out a bit.
  13. Something like that, I've been doing a bit of thinking today and most weapons that make sense for each class seem to already be available. If I, dunno, gave spellblades more bladed weapons as in daggers or 1h katana it wouldn't really do that much for them.
  14. It's about expectations, when you see a knight you're expecting him to be annoyingly tanky and hit not as hard as a terror knight or swordmaster, if I lower his stats so he doesn't do as much damage with 2h weapons, then he will do less damage with 1h than, for instance spellblade, and that isn't good. And it's the whole purpose of a knight, you're using that unit so you could have something that will always be standing and shield others, using 2h weapons goes against their core concept. Weapon restrictions are also a part of the overall balance, some classes don't have access to powerful weapons because that would make them too strong, a good example for that is warlock that would kick too much ass with his dragon magic if you let him use a 2h axe or hammer, and some have access to a lot of weapons because they're very specialized otherwise, like dragoon or beast tamer, so it expands the class a bit. I could extend the weapon choices into similar weapons where it makes sense, though, rogue or warlock don't have access to 1h swords because they're dexterity classes but maybe I should just let the player make the wrong choice if he wants.
  15. That's no bug, the 1h sword sidegrades are bastard swords. They still use the same skill but require both hands, not quite as strong as a real 2h sword but it's lighter and faster, can be handy if the class is already sturdy so it doesn't really need a shield and you want a bit of extra damage.