raics

Modder
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Everything posted by raics

  1. Feedback and Suggestions

    Right, I haven't been working on familiar much because the class should eventually get split into three, one for each race that has access to it, but that requires some major shifts from other classes I can't do before I have all battle data or we might end up seeing some real weird shit. So, it has the basic functionality but hasn't exactly been finetuned, currently it's a supporter with piddly stats which is mitigated by access to a ton of special skills and being a fairly attractive target gives it the TP to use them, we'll see what it ends up like. Most skills like pumpkin strike or vartan's windshot are affected by your attack damage, with a few exceptions like angel knight's Requiem which deals spell damage, so using a high ATK weapon will help but raising your weapon skill won't help a general skill (applies only to finishers, including finisher-like skills that necromancer and fuslier get). Yeah, you really need a lot of mnd to raise the heal amount so it's better to just go for speed or durability. Myself, I like to take to the quote that a medic can never allow himself to be taken out because who will heal the injured then.
  2. Feedback and Suggestions

    It's a minor patch, so in a few days or something.
  3. Feedback and Suggestions

    Everything you can remove with Intimidate is a readied skill. Other effects can also remove Evade or Intercession, the way I think they did it is designating some effects as magical, so healing or buff spells will remove intercession, and everything else counts as physical so items will remove evade. There will be some indirect changes to TK in 92c, minor debuffs will get more accurate in general, which will benefit him, and some skills you typically spam every turn with heavy units will cost less RT (like aegis, clones or fearful impact) so they will indirectly get a bit faster. Their magic is there just so they have something to do in the situations where they can't reach the enemy, their RT cost is low so you aren't slowing yourself down much even if you took a shot with low odds, you aren't supposed to use it over their melee attacks in general case scenario. On the other hand, status magic on real mages has to be accurate because it competes with the option of just going for straight damage.
  4. Feedback and Suggestions

    There would be a way to let him create a clone and blow it up in the same round, but that would make him a bit too good, TK doesn't have the raw damage output of some lighter classes but he outdamages a fair few and is fairly tanky. His main shtick is probably being a counterpart to his holier cousin, the knight removes statuses and he causes them, knight blocks movement and he clears a path, knight equips himself defensively and he's offensive. That's less of a role than a running theme bit it gives him enough identity and I'm not hearing he's underpowered often, I'd really need more feedback like that before I do something drastic to him. The dragon slayer sword is dreadfully heavy and also costs a ton of RT to use, I'd be very surprised if he could keep up with a ninja with that equipped. The thing about buccaneer is just one readied skill (ones that give you a star above) overwriting another, that's normal, you can have only one active.
  5. Feedback and Suggestions

    Mass applying fear and busting up shadow clones, mostly, his spells aren't too powerful but drain life and tp can be very useful. He also has a guaranteed hit skill so you get a 100% stun with maces and you can use those heavy sidegrade 2h swords with accuracy penalty.
  6. Feedback and Suggestions

    The consolidated changelog in first post got updated to the latest version.
  7. Feedback and Suggestions

    So far the recipe locations haven't changed, I'll be sure to note it if they do but it will most likely just be changed to a guaranteed drop. Haven't found a good reason to relocate them so far but maybe I'll switch them around so you get enchiridions in the temples and the palace but get the other recipes in phorampa and graveyard, as those dungeons are shorter and available earlier so it makes sense to find lower level recipes, not higher. Good to hear you're enjoying it so far, if you got any comments, requests or suggestions feel free to post them here.
  8. Enemy level scaling

    The main problem with scaling set too low are the skills, basically every battle has two templates, one normal battle that doesn't scale and the high level battle where you broke the threshold. So, if the scaled battle activated right away enemies would have high level weapon skills and augments which would make early battles extremely challenging. There's also an issue with jewelry, as the game doesn't assign it automatically. I will likely reduce it to 5 levels, as long as you use a varied team it's hard to go over that.
  9. Feedback and Suggestions

    It should, it isn't shown because it's an ability with three effects where the last one works and the first two don't and they staggered the effects so it shows the percentage only for the first one. I can fix it by just separating them, I'll do it for the next minor patch.
  10. Feedback and Suggestions

    Passives would work fine, and actives only if the animation is compatible with the human sprite, they usually are so it would most likely be fine. Turning an npc class into one that the player can use or creating a new one is hard because there's a limited number of slots where the game stores how much experience and level does a class have, so they wouldn't be able to level up.
  11. Feedback and Suggestions

    Nothing in a form that would make much sense, I could look up and tell you how to change something specific but I don't have a sheet that says where everything is and what each address means
  12. Feedback and Suggestions

    It's one of those things where you can't please everybody, some like the changes so it would require a separate version, right, maybe when it's all done. It's just a hex editor, there aren't any specialized tools for this game.
  13. Feedback and Suggestions

    Thanks for the feedback, glad you enjoyed it. No idea if it will be possible to do something about loot bags down the line, but it's possible (though very time consuming) to make all interesting drops guaranteed, hard to say what happened when they decided to go that way.
  14. Feedback and Suggestions

    Both the phased out skill removal and replacing the ones one enemies is possible, but it requires dumping all of the battle data which I've been doing for a while and it will take me a good while longer too. I'll also be able to fix the drop and steal tables once that is done.
  15. Feedback and Suggestions

    Ah, right, giving the recruits skill points isn't easy because there isn't an entry for that in the template, skill points are something that only characters in your roster can have. However, as a workaround I could give them more adequate generic skills for their level so you don't have to buy stuff like counter or clarity at least. More weapon skills to choose from might not be a bad idea either, maybe even a few ranks in all weapon types their default class can use. There isn't really a way to set minimum duration, I'd have to raise the default duration and then it could potentially last too long. Some signature skills are cross-class, you can check if other classes can use them by checking the second info tab, classes that can use it are highlighted. A good example is meditate which is usable by most casters, some knight skills are accessible by unique knight-ish classes or squash which is usable by most attackers with access to heavy weapons. Some unique classes will have access to a few skills from normal classes, like knight commander, buccaneer or ranger, and lord can use one from each. Got a consolidated changelog on the first page but it isn't fully up to date, I'll try to bring it up to snuff these days, got a handy sheet for vanilla but I was waiting until the mod solidifies enough to avoid extra work. If you haven't played the game much, could you tell me how much of an annoyance are the french names for spell scrolls? Got some requests from first time players to change it to be the same as spell name because finding the right one can sometimes be annoying, and it isn't really adding anything to the game.
  16. Feedback and Suggestions

    Sorry for not responding, went on a short trip and had no reliable internet access. Not really, I should probably make one. The pattern that most gear pieces follow is similar within a category, though. Yeah, enemies in those battles are of higher level compared to the story missions or optional content available at that point, that's a vanilla thing, I'll most likely normalize that once I finish tweaking the battle data but it won't be soon, that's a ton of work. It wouldn't break anything, but skill points have to be granted to a character, they can't be tied to the class so that part can't be done. It might be possible to add new classes at a higher level but I don't know how to do that yet. Charm and bewitch are potentially gamebreaking so their starting duration is very low and there's a small amount of variance for statuses that tick away on 'per turn' basis. It's the same pieces as before, they're just all saying 'legion' instead of various variants of 'stinky'. There were a few other set changes, you can complete the infernal set with shaytan's bullova too if you prefer axes to hammers and the dragonslayer set can be done with either a dragon/wyrm shield or any 2h weapon that has a racial bonus versus dragons. Unlike rings, earrings have a resistance bonus and there's also accuracy from extra weapon skill levels and bonus HP, they're a more balanced option compared to the focused boost to just one stat that rings have. Scout Vest is supposed to be really bad, you're trading off good defense of damasc or elemental vests for bonus movement. I'll check up on beckon, thanks for reporting.
  17. Feedback and Suggestions

    I should update the consolidated changelog but it's kinda tedious. Reverted the change at some point to reduce the equipment overlap between berserker and terror knight, but I could bring it back, some players asked for it recently and it isn't exactly hurting anything.
  18. Feedback and Suggestions

    Yes, that's what the upgraded evacuation stone is for, besides saving denam.
  19. Feedback and Suggestions

    It's perfectly fine, there's no money in this anyway so I don't mind if just the biggest fans of the game play it. The important thing is that the game deserves a mod, considering how many FFT has, maybe we could say it even needs one so I'm really happy when I see people enjoy it, that means it's a real improvement and not a bunch of wasted effort. Thanks for trying it out.
  20. Feedback and Suggestions

    It's mostly a more offensive knight, probably a bit stronger than terror knight but won't match a berserker. They potentially have very strong skills later on, time of need is good anywhere and fervor is borderline broken in undead maps. Their light spells are indeed situational, he's no cleric so you won't use them all the time but they can save your bacon and won't slow you down much so it's handy to have. One of the reasons I can't make them super good is because you can get so many of them.
  21. Feedback and Suggestions

    Maybe you did something wrong, I'm positive it's the right address. Which number did you put in?
  22. Feedback and Suggestions

    I did try to make unique classes that take more effort to obtain stronger, Astromancer and Songstress are probably worth it now and I might give some others a little boost. The problem with unique classes is you don't get only one, or three or five, you can have your whole team composed of unique classes in best case scenario and if I make them too good that will be the absolute ultimate team and generics will be kinda pointless, ideally I'd like a situation where getting unique characters is worth it but if you're feeling lazy you can go for generics for their accessibility and not feel like you're shooting yourself in the foot. Might have talked about that before, if I can, I definitely will add kill all condition to more battles. Adding more ext to PotD might be trickier, we'll see, I'll keep it in mind. Giving your Lord the Shadow Walk skill is easy, however, just go to the address d25e4 and change the number from 255 (can't learn or use) to whatever level you want him to be able to learn it on.
  23. Feedback and Suggestions

    That's the case with a lot of unique classes, they have one or two unique abilities and several more from normal classes. Would be nice to have more, of course, but the extra room in ability section I scrounged up is almost gone.
  24. Feedback and Suggestions

    Right, the recipe dropping earlier isn't intended, I can't do anything (or at least anything elegant) about it until I go through all the battle data and you can't use those spells yet anyway so it isn't a huge issue, it's just saving you 50k goth. Indirects are indeed a shade on the strong side, there was an error in the formula when I last buffed them so they're roughly as good as first tier projectiles, which shouldn't be the case, they should do less damage. I won't be reverting them to 1 panel, though, having a low level area spell is doing more good than harm and the loss of projectiles for area-only casters was supposed to be meaningful drawback, so it's a choice of lesser evil. I could knock Vyce a peg or two down on the offensive side, sure, 1v1 fights are mostly for drama and flavor anyway, not much tactics to be had there. He's likely squishy enough, though.
  25. Feedback and Suggestions

    Yeah, if it's possible I'll add Leonar in neutral route. Oelias already has priest available in my working version and there's also another quite unique character in neutral. Seems that the game raises your crafting chances for each recipe book you got, or by level, either way it goes up.