raics

Modder
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Everything posted by raics

  1. Feedback and Suggestions

    A good thing it wasn't halloween recently or you'd be asking for some pumpkins in the game. No... wait... But yeah, christmas is almost upon us and all the MMOs out there will have christmas skin sales, events and whatnot, a good thing this game doesn't resemble an MMO even a tiniest bit. The real problem is that white sprites change very slightly with palette swap, so there isn't a green Brynhildr, well, it would be kinda greenish maybe, as if it had one too many cups of eggnog, but there likely is a very nice green version of Nephrite sword. By the way, there's a pretty cool sword sprite that the game doesn't use for some reason, we'll squeeze that in somewhere if I find a battle sprite too, or at least one that resembles it enough.
  2. Feedback and Suggestions

    Depends how objects get defined, if loot bags share the same table with stuff like shadow clones or shrubs it's probably simple enough, if not, things get complicated.
  3. Feedback and Suggestions

    If I can, sure. It would be pretty sweet if bags could be a height 1 obstacle so you could even use them as a stepping stone, like monsters, but I have no idea if that could be done.
  4. Feedback and Suggestions

    Ah, that, no, can't see how that could be done. Heh, maybe if bags were obstacles but you could gloriously wall yourself in like that
  5. Feedback and Suggestions

    I don't think you can steal drops, it should be a separate table for stealing and a separate one for drops. Haven't tried it, but I think 999 is the actual cap, not a displayed cap.
  6. Feedback and Suggestions

    I'd need to do a lot of testing for that and it's a gimmick so it likely won't come soon.
  7. Feedback and Suggestions

    It shouldn't break anything, if I don't fill those slots with something else you might even keep them. I suppose there's no point in mucking around and replacing poison with something else if it's on the rework list, and it isn't 100% defunct after all. If it turns out I can't improve it we'll think of something.
  8. Feedback and Suggestions

    Right, it's the way damage calculation works, for strengthen, breach and similar to do anything you need to have a stat difference so fortify is much more effective if you use it on squishy allies like mages, archers or ninjas, it won't do much for a knight and strengthen will empower your berserker much more than a ninja or archer. It's easy to apply them at least and they have a high duration, even better that they aren't too broken because AI apparently doesn't know that buffs are beneficial and changing that or the damage calculation is beyond me. Especially AI, it doesn't seem to have fixed algorithms to use certain skills and spells, it tries to identify what they do instead. I'll tamper a bit more with status durations, especially for charm and hard disables like charm, petrify or stop, there aren't enough status effects to distribute them perfectly and what they do is sometimes too different. Doesn't seem that bad, though, most elements have a selling point, lightning has tp charge, ice has stop which is straight better than petrify, healing is pretty exclusive and that slow/rt delay combo is kinda nifty so water isn't badly off either. I'll change poison to, say, 5% HP per turn if I find out how.
  9. Feedback and Suggestions

    Yeah, the AI is plain bad and not much I can do about it currently. Blond Azelstan? Maybe, I haven't really tampered with his sprite much and the game uses a different configuration for cutscenes.
  10. Feedback and Suggestions

    It's fine, knights can't heal anymore but they can still use status removal spells, just ignore it. That will happen a fair deal, you'll recruit units with skills and spells they can't use until I do a cosmetic pass that removes them completely, makes no sense to do that before it's fully decided which class can use what.
  11. Feedback and Suggestions

    Not doing that yet, I'll do a minor patch with cursed weapons first and then try sniffing out that drop table, can't work on it as much as I'd like lately.
  12. Feedback and Suggestions

    I suppose so, we'll see once I dig it out. It's possible that their loot table changes after the first kill because the number of slots is limited so the apocrypha II drop with a level requirement replaces the crafting book.
  13. Feedback and Suggestions

    If an enemy has more than one guaranteed item, like those temple bosses, they should drop them all in addition to any random items, I don't think setting it up would be a problem. Generic class colors are what they look like when they belong to your faction, 0 is for your soldiers, 1 is for galgastan I think, and so on. I can't change what a single class looks like because it's assigned automatically.
  14. Feedback and Suggestions

    Sure, I'll do that as soon as I can.
  15. Feedback and Suggestions

    Three curse spells are too much, right, I was thinking of just one spell with curse status and using the other two for spells that buff undead in some way or do something to the living. Spendthrift and Paranoia spells don't have a scroll you can learn them from, not sure if those work when you debuff an enemy with them. Anyway, goth doesn't exist as a cost type so it would require deeper hacking, I could easily have skills or spells consume oberyths, though, we'll see if more people are interested in that.
  16. Feedback and Suggestions

    The trouble with ghosts is they already have float, I'll see what happens if I remove it, we will probably get something that looks like a rag rolling in the dirt, might be funny
  17. Feedback and Suggestions

    I don't think renaming existing units will be possible at all, unless I turn into a mips jedi at some point and find some way to 1) make the whole thing work and 2) add it to the shop interface. I could just circumvent the whole thing if I manage to add non-human units to shops, probably, it would make the dragon part of deneb recruitment kinda pointless, though, and I'm sure everybody would get bummed out something awful about that one. Just remembered you asked what's the point of mage pants at some point, arkhiatros pants grant 10% to all racial resistances and the ones for mages have 10% res all elements, which is pretty nice. EDIT: Honestly, no idea about implementing monkey grip, maybe the force will lead me to it if that thing above happens.
  18. Feedback and Suggestions

    Nah, I don't want to change the direction of a class without a very good reason, they merged the male and female tamers into one class here and that's fine because those are very similar, changing a dragoon into a dragon supporter turns him into something entirely different. I'd like to keep the avd bonus on fists because that's the only thing you'd want to use the pronged weapons for, it makes sense, and they're also dead useful that way on classes that don't attack much but are getting attacked a lot, like clerics. A lot of mage classes can use a dagger so it needs some kind of caster bonus and mnd also grants some spell damage, for other classes silence has a broader application as an on hit effect than, dunno, MP leech or enfeeble which would be good only for casters. I could give spellbooks enfeeble on hit, though, that would fit.
  19. Feedback and Suggestions

    I don't think beast master is really a situational class because he isn't encounter-dependent, you decide if you want to bring beasts or dragons into battle or not. It was a problem for Dragoons so they got good stats and that nifty jump skill, they aren't a dead weight when the enemy has no monsters around like in vanilla. Sure, dragoons could recruit dragons in first Ogre Battle but that's where their love affair with wildlife ended, in other games they have been either a dragon slayer or just a strong attacker with a bit of magic. I haven't been taking too many liberties with the class if it has an established image in the franchise, if I made warlocks into a semi-frontliner that's because they work that way in KoL and OB64.
  20. Feedback and Suggestions

    Yeah, they have to be heavy, now that they aren't consumable we're supposed to imagine the unit carrying a stack and retrieving them when possible, kind of, somehow. They're the strongest 1h ranged option after pistols and fire in an arc which is always useful, but I agree there's a bit more room there if we account for the weight, I could make them a bit stronger. Probably faster too, it kinda makes sense they should be the fastest ranged weapon because you don't have to reload, that would compensate for the weight somewhat.
  21. Feedback and Suggestions

    Thanks, Hart, I'll be sure to do that. Yeah, those visual changes to some of the more notable characters had a somewhat mixed reception, they kinda grow on you and being able to tell named characters from generics is nifty but I'm not adamant about keeping them. Scrolls were a bit cheesy, I think, this way the class spell selection is more meaningful, I can also make some spells more readily available and cheaper so you don't have to blow your bank if you got a ton of casters around.