raics

Modder
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Everything posted by raics

  1. Feedback and Suggestions

    Not mine. When you recruit a unit you don't get all skills and spells it has, no idea why but I assume it's because skills are extremely grindy in vanilla and high level spells are hard to get, they likely didn't want to trivialize getting them and demean your efforts up to that point. Anyway, it's something I can't change yet. You can buy those spells at deneb's or potd shops after you kill the last boss, I'll probably make them available earlier though, probably during chapter 4 when you get access to damasc gear.
  2. Feedback and Suggestions

    It would be nice to have for sure but I'm mostly done with renaming stuff so it wouldn't be really necessary at this point, especially if it's tricky to make one and use it. Dunno if it's an issue, but would the editor be able to preserve backwards compatibility? Where I had to change the length of names it was done in a way that would allow you to still use the mod on original hardware if anyone wants to for any reason. For any future projects cracking it would probably be a must, it was extremely annoying to be restricted by it.
  3. Feedback and Suggestions

    I could, but my notes are too messy to make much sense of, can't see myself trying to tackle tidying them up before 1.0 release. I'm no programmer so making an editing tool would be too much and the battle data is a bit hopeless too, as there's no pattern to it.
  4. Feedback and Suggestions

    It isn't possible, there's no more room left in spell index table, this is as many as we can have.
  5. Feedback and Suggestions

    The requirements for most endgame weapons are already lower and no items requires level above 40, in general the first endgame crafting books (like The Blade) will cover levels 24-27 (those can also drop from enemies), enchiridions go from 28-30 or 32 and unique gear covers the range from there to 40. The unique gear scaling is also standardized so the best weapon in class is always a set percentage stronger than its damasc equivalent and it isn't a huge increase, you will probably want unique weapons for their added effects more than raw power. Character recruitment and adding new cutscenes is a lot harder than what I've been doing so far, I'd like to if possible but can't promise anything. There are some things planned for monster units which will make this irrelevant, added damage to undead wouldn't be possible anyway with the way things are currently set up. That's something unique classes do, and more of them can transfer skills from other classes now, for instance Ranger can use booby trap and KC can use fearful impact. There has been talk about that one and considering you can bring 12 units into battle I feel it isn't as important to set each one up to cover multiple roles, like in FFT, instead you bring a diverse team and sharing too many abilities would make generic classes less distinct. Tamuz, Chamos and Phaesta can just be evacuated, which is even better. Units that have a dialogue trigger (Cressida or Oelias), however, have to be resurrected using the crafted evac stone so they can say their lines before leaving, bear in mind that stone will remove the unit that used it from the battlefield as it renders it unfit for battle. Same as vanilla, special units are better stat-wise and some have access to advanced classes, however, they're more uniformly better so Phaesta will be roughly equivalent to Sara (actually slightly better to account for Sara maybe picking up some stat cards along the way), and fully unique units like Cistina or Ozma will also be roughly equal but better than Sara, the RT difference is still there but is much more modest and also more uniform. So, a team of special characters will be stronger, but not enough to outclass a team of well picked generics.
  6. Feedback and Suggestions

    It isn't a bug if that's what you're thinking, I've stopped updating those stat tables because it kept changing too much to keep track of. Gryphon gains 3,8 agi per level and dragon gets 3,6, the least agile is baldur golem with just 2 agi per level, however, golems gain more dex than dragons or gryphons (it's the opposable thumbs thing again) to help with their artillery role and that also contributes to accuracy. When you tally it up, baldur golem gains 3,8 accuracy per level, a dragon gains 4,4 and a gryphon is at 4,8. Clay golem is even a bit more accurate than dragon at 4,5 per level.
  7. Feedback and Suggestions

    Depends which golem, some are stronger, some are tougher and some are more accurate and, well... dodgy, as much as a lump of clay or iron can be dodgy. But, even in the worst case it's nothing that a cast of acrobatics or ballistics won't solve, and your premier golemist, warlock, doesn't have access to those by coincidence and similar effects aren't exactly rare even if you don't have one. Anyway, won't tamper with them further for the time being, there's something I'd like to try when I lay down the groundwork and if it works it would mean that something will happen to certain monster classes and I'd have to revise their stats all over again.
  8. Feedback and Suggestions

    I'm afraid it is a 'no', you'd have to make room in character data to save experience and even restructure the save file so it records that instead of class exp.
  9. Feedback and Suggestions

    Thanks, their stats show properly so I wasn't too concerned with it, but fixing descriptions is no trouble at all.
  10. Feedback and Suggestions

    There weren't really any, you're pretty much looking at all the modding effort that went into the game recently. My notes are too messy to be useful, unfortunately, I'll try tidying them up when all is done.
  11. Feedback and Suggestions

    The game doesn't really give them anything, the way it works is this: - The battle has a list of units with fixed racial templates, class, loyalty and alignment. There are battles where all units from the list are assigned, some where you always get several and the rest are picked randomly from the rest of the list and some battles where all are random. For example, those castle fights with reinforcements start with a very long list, some are fixed, some are randomly picked from the starter list and when the game has to spawn another unit it picks one from the reinforcement list. - When they spawn the game assigns them a name from a list and a small amount of stat points at random on top of those their racial template comes with. Also, it checks their skills and assigns them gear according to their autoequip setting (same as your autoequip options on party screen) with some randomness, it won't always go for the best option if it can use multiple weapon skills. So, what's random there is which units spawn but they're preset. The default lizardman template is 32str and 30dex, the warrior template has 36/30 and the rogue template is 32/34. so the best outcome for you is finding a battle where a dex lizarman spawns and run it a few times until he rolls 3-4 extra points in dex, but if the battle doesn't have that template on the list it will never happen. And ignore which weapons they have equipped, it doesn't matter. When I get to adjusting battle data I'll also tweak which templates are on the list so you at least aren't getting warriors with a mage template. Some have requested to be able to recruit humanoids like lizards or fairies in certain towns and I'll do that if possible, you will be able to get the desired template easier that way and give them custom names.
  12. Feedback and Suggestions

    It would be best to make a CWC code, that way it will still work when I update. There's quite a few addresses to change and they're all over the place so it might take a while, I'll see what can be done.
  13. Feedback and Suggestions

    It's fairly easy to do with a multiwrite CWC code that disables the skill for use by any class, I'll make one when I got time and send you a PM. If death timers can be removed, I wouldn't know how to do it.
  14. Feedback and Suggestions

    Sure, I'll send you a pm with the KC code later.
  15. Feedback and Suggestions

    Yeah, that's exactly it, once you get Lans you will be able to buy the classmark at deneb's
  16. Feedback and Suggestions

    I certainly haven't tried, hard to say how hard would it be. I suppose it depends on the encoding that psp can work with, if file size can't be tweaked with bitrate there might be problems with maintaining the original iso size.
  17. Feedback and Suggestions

    There's a workaround of sorts, Warrior has a Squash skill that can instantly destroy any object on the battlefield, once you learn it you can use it with most strength-aligned melee classes. Not many people request it because very few treasures are worth the effort, buffing them is a low priority goal because they're most likely a part of battle data and that's all over the place, but it should eventually happen.
  18. Feedback and Suggestions

    I assume you tried to do it in training, if a guide lists the items that can be picked up during the story battle that's when you should do it.
  19. Tactics Ogre: One Vision

    It's a 7zip archive (better compression than zip or rar), I'm not using mac but there seems to be a free Unarchiver app you can use to extract it. The one on moddb uses a different patching method, it's a recommended option because it's more compatible and easier to update later. The method here exists because ngplus can't directly host modified game files.
  20. Feedback and Suggestions

    Was it the only buff on the character? It's dex for all ranged weapons, I'd note it on sidearms category description if it was str for thrown.
  21. Feedback and Suggestions

    Good to hear you like it. More demihumans might not be a bad idea, but I'd have to think of some way to edit warren report first.
  22. Feedback and Suggestions

    It's a fairly common question, the two things to look out for is Lanselot having golden armor at the start of the game and the other is being able to buy 1h/2h katana in shops, that means two main files patched correctly.
  23. Feedback and Suggestions

    It's probably a better choice to use the patching method from moddb, you can use it on any iso version and it's perfectly fine to update an already patched one. With the patch I'm uploading here you need to keep a vanilla backup in proper size.
  24. Feedback and Suggestions

    Overall, we have a class with enough skills and item/spell access for three separate classes and it's easy enough to see which should go to fairies, which to gremlins and which ones to punkins. Since it isn't one class that can do everything anymore they will be able to get a bit more specialized and stronger at what they do, haven't outlined it fully yet but the faerie class would be light aligned with some ranged weapon options, gremlin would be a dark melee and pumpkin a neutral heavy melee.
  25. difficulty levels?

    Right, sorry, that part is somewhat offset by weight, if you make your clerics tanky so they aren't attacked much they will get slower. Getting greedy and going for enemy clerics can expose your ranged units and/or flankers or disrupt the frontline, they don't go down too easily either.