raics

Modder
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Everything posted by raics

  1. Feedback and Suggestions

    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.
  2. Feedback and Suggestions

    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.
  3. Feedback and Suggestions

    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.
  4. Feedback and Suggestions

    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.
  5. Feedback and Suggestions

    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.
  6. Feedback and Suggestions

    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
  7. Feedback and Suggestions

    No, only the first X ability slots are indexed in the spell list and there's no room left for more.
  8. Feedback and Suggestions

    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.
  9. Feedback and Suggestions

    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.
  10. Feedback and Suggestions

    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.
  11. Feedback and Suggestions

    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.
  12. Feedback and Suggestions

    I don't think so, unlike portraits, it isn't specified anywhere which faction uses which palette so it's likely hardcoded.
  13. Feedback and Suggestions

    It's semi-intentional, as it's the lesser evil out of very few choices, and it kinda makes sense. High spell evasion is a side effect of sorts, as their avoidance scaling is different from humans, this probably doesn't fit their archetype that well so it will likely get tweaked later.
  14. Feedback and Suggestions

    The version 0.93 is up on moddb, there are some problems with the version I'm uploading here so it will most likely be up tomorrow.
  15. Feedback and Suggestions

    Actually, yes, it was supposed to be this evening so that's quite a nose you got carrying that monocle, sir.
  16. Feedback and Suggestions

    Flying beasts have enough advantages as is, and they're a bit anatomically inadequate to toss rocks. There's something I have planned for familiars, their current setup is just for compatibility. I think it's a good thing, it gives tanks a selling point in endgame when strong damage dealers start edging out.
  17. Feedback and Suggestions

    The goddess sword originally comes from a book, it was then implemented in Path of Exile (which the author generously supported) as a trio of swords but the idea later had to be scrapped after the game got restructured and it's currently two swords and an offshoot, it's mentioned in the readme. It was a good idea originally and I'm keeping it in as a homage of sorts, they're also fairly close to specs in function, for instance the first sword is heavy but costs no RT to swing, which is mentioned in the book, the second one has no physical damage component and pretty much disables casting and the final form is a hybrid weapon with a unique ability similar to its original effect. The names look fine in item list and when you equip them so it isn't much of a problem. The point of something+board casters is you want to use a shield to be more durable, not to have whatever a 1h handed weapon offers, I can't have it compete in raw power with the 2h option in any way. More books would be nice but the item table is currently topped out, can't fit a toothpick in there and there aren't nearly enough books to cover the progression and also endgame options. Coats and mails are strong defensively and can make you really resistant to an element with a focused setup but they could use something, got that one noted in longterm list but don't have anything good currently. Two reasons, fusils don't really need it, and they're also a 'tech' weapon so they intentionally have nothing unnatural going on, as the Balboede are mentioned to be uncomfortable with magic.
  18. Feedback and Suggestions

    Yeah, it's using the 1h atk calculation by mistake, I've fixed it in my current version.
  19. Feedback and Suggestions

    Yeah, each is technically a separate effect, but the parameters can vary to an extent, for instance doublehit and additional percentage hit are the same effect with different parameters. It was intentional, the change was made while meditate was something you spammed every turn to make it less tiresome.
  20. Feedback and Suggestions

    Ah, right, that was never intended to be a weapon effect so it has nowhere to pull the damage amount from to use in the description. It would probably be safe to replace that tooltip with something like 'Additional hit', 'MP damage' and such, though.
  21. Feedback and Suggestions

    Which process description bug? The thing with changing sprites is I then have to hunt down every cutscene where that sprite appears and change it too, done it once and I'm probably not doing it again in a hurry. The game is sometimes strangely constructed, as if they tried to make things hard on themselves intentionally. I left the names with empty spaces like that intentionally for the time being, as long as I'm still changing things I might change it again and forget to set the length back, empty spaces are much preferable to things getting cut off, I'll go through it once I'm done and fix everything. Sorry, I don't have anything now that would make much sense or notes as such, there's something on page 19 that Sparafucile was working on that might be useful.
  22. Feedback and Suggestions

    Sadly, I don't think it will be possible anytime soon, I know next to nothing about campaign structure.
  23. Feedback and Suggestions

    Thanks for the feedback, it's especially interesting to hear from fellow tinkerers. Sprites are indeed somewhat of an issue, as I've seen enough players asking for another version with default sprites for donnalto or rudlum, most commonly, and very few have problems with minor changes to deneb (red shoes on a witch are pretty iconic after all), voltare, lanselot, warren, gildas or vyce. Not that easy to solve, though, as enough people also like new sara or donnalto so I'd have to maintain two versions of the mod, and that's a bit too bothersome to do before final release. Maybe there's a middle ground somewhere as I've seen barely any requests to revert the named generics to change their sprites with class again, so it's just a matter of getting the right fixed sprite for the character. Donnalto - probably the most controversial one, some love it and some hate it, can also break immersion by reusing an endgame portrait. could be reverted to his default, a bit of a problem with it is it isn't too different from a regular cleric, you just get a bag of different color with palette swap as it's mostly black Felicia - the cleric sprite is fine, but also has a portrait issue like donnalto, she could use a normal cleric portrait Sara - some like this combo a lot, as the blademaiden sprite looks a bit like orson from knight of lodis. She could be locked to female rogue instead as arycelle has the dibs on archer sprite, I could have her recruited as an early rogue too Folcurt - saw some complaints that he looks a bit on the big side but the sprite and color scheme is also spot on for his portrait so his new look is fairly easy to get used to Dievold - terror knight sprite barely changes, this is pretty much the only one you can spot easily Oelias - her clothes don't match the portrait as well with this palette but hair does, it's the opposite for default so this is a lose-lose situation, best solved by editing the clothes on her portrait when it becomes possible as her hair is supposedly kissed by fire and brings good luck, the night is dark and full of terrors Rudlum - heard it often enough to revert it, some like to have a playable templar but the warlock sprite looks pretty good Ehlrig - the sprite is ok for a pirate captain but he has the same portrait issue as donnalto and felicia, could be changed to a normal beastmaster portrait Chamos - some wanted an all-black ninja, his portrait would end up on ehlrig so that could be a good option
  24. Feedback and Suggestions

    Yeah, you can see quite a few races in classes they can't normally use, it will be that way until I fix it in battle data and it's a ton of work so I changed class availability early to get some feedback before the long haul.
  25. Feedback and Suggestions

    No, each of those three classes is available to two races, lizards and skeletons get hoplite, lizards and orcs get jugger, lamia and orcs get matriarch/patriarch, humanoids have 6 classes total and other creatures, like ghosts or gremlins get 4. Lizards don't have good caster stats so their access to magic is poor, with dragoon being the only class that can kinda use it, orcs are roughly on par with humans in magic and are much better suited for a beefy caster. There will be some changes in next minor patch that should (eventually) untangle the mess with familiar class.