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Everything posted by raics

  1. Yup, changing them is too much work and there's no reason to. Sure, I'll get to changing them in the cutscenes eventually.
  2. I was using tables when testing damage scaling but not for much else, there's way too much data for cheat tables. I've got some starting addresses marked down instead and then just access the ram section I need directly
  3. Some things were found by deduction and tables aren't hard to spot if you know the rough location. Patching the iso to check it every time would be way too slow so I'm usually testing stuff in real time with a ram editor like artmoney or cheatengine.
  4. Yeah, modding the iso for psp can be problematic, it probably runs fine on an emulator. Try the patching method from moddb version of the mod on a fresh iso, that should work. Dunno, the slow and charm ones are decent, heal is always good to have and the one that doubles your TP can be useful, I'll probably tweak the other ones a bit at some point.
  5. Yeah, when you get hit by a normal attack you gain some TP so it generally isn't a good idea to hit beasts with them. Sure, it's possible and not terribly hard, you just change one byte from 3 to 2 and set the amount if needed. However, you'd also need to give ninjas base MP value and growth, as well as enable them to have MP in the first place.
  6. Damage ninjutsu is situational, nifty when you can't reach with an attack, don't want to stick your squishy nose too far in front or for targets with very low magic defense but powerful TP abilities (like beasts, you definitely don't want to feed them TP). Using normal attacks should be preferable when both are an option.
  7. No, tweaking AI is tricky even if I knew how, so maybe one day and maybe never.
  8. To my knowledge, that's the way it's supposed to work, it's a strong ability.
  9. Sure, each weapon does its normal thing when you use double attack, including hitting twice.
  10. Don't worry, I know that the cards still work so it was no bother. Seems there's a fair bit of interest in the hardcore version and doing it will probably be possible but it won't be before 1.0, you can always self-enforce it and maintaining two versions is a bit of a bother so I can't do it until the process slows down a bit... more.
  11. They're still granting stat increases, it's the usual 0.3 per card or something so you probably didn't have enough to break the full point.
  12. Not really but it won't be soon, moving all that gear about takes a lot of time and it's easy to mess things up. It's the end of the year so things are busier too, let's say mid January at the latest.
  13. I've changed it for the next patch, it costs no TP and charges the amount equal to the life it removed, life cost should be enough. Skills remove their TP cost after the effect is done so you can never charge your TP to the max with them.
  14. Not really, it's applied to the character but kicks in only if you make a weapon attack. It won't give your weapon elemental property or change it to a different one, it just attaches bonus damage which has an elemental property. Some things about attunements are a bit weird. For instance, if you equip a fire weapon and use instill air you can level fire and air augments by the same attack, but using an air weapon instead won't level augment air twice.
  15. Thanks, I missed that one. It ultimately should be better, it costs a skill slot and 2H is free. It isn't as simple as having 1H weapons do half the damage of 2H because using a 1h weapon with a shield will be too weak and if I jack up 2H weapons too much Warrior will get a bit too good with his Double strike. Most straight tank classes like Knight and Hoplite don't have access to 2H weapons, yeah, shields provide a ton of defense and are a part of what defines their class. There will be something in next patch that expands their options a bit.
  16. 2H weapons do a good job of punching through armor, which is their primary role, they're generally lighter and faster than two 1h weapons, do more damage with finishers and their stat bonus or status chance are higher, they have their perks and I can always tweak the numbers some more if needed. Yeah, the main role of blowguns are status effects, they have a strong selection and high proc chance, damage is mostly incidental so if that's what you're after thrown weapons will obviously be better.
  17. When monsters gain elemental attunement via their resonance skills it wouldn't do anything in vanilla because it requires a weapon to provide bonus damage, those assault tokens just act as a weapon. Beasts seem fine to me, their role is to take a lot of damage and then spam their special moves as they aren't burning all of their TP away anymore. At low levels they have high starting stats and at high levels they start outscaling equipment, which keeps them viable.
  18. Sure, no need to ask.
  19. Sure, but a cleric/monk/priest without a staff is plain weird. Depends which unit uses the bomb and on what, those items scale with attack stats so a mage would do little damage to a tank with it.
  20. Hell if I do, it's no problem to give it back but it doesn't really fit. I could give clerics spellbooks but they have no use for INT bonus and spellblade doesn't seem like one for gimmicky weapons, they play it safe with a fairly classic arsenal. I could give patriarchs access. Books don't strike me as a finesse weapon and as many serious staff attackers are str as dex, most notably spellblades, terror and angel knights.
  21. Really? Meant to keep it as a fusilier exclusive because it isn't used much and it's a fairly mundane skill, but it's certainly no problem to let spellblade have it too.
  22. Yes, generics have more specialized templates now, so even though specials have higher stat totals, a right generic for the role will have comparable performance, for instance a generic in mage template will be a better mage than Vyce. RT advantage is also minor, between 2-6, which is more cosmetic than significant. I'm getting good feedback about most classes, more of them are useful and it seems people are especially happy with changes to clerics, knights (both terror and normal), swordmasters, warlocks or trapper rogues. I like to think no class is absolutely pointless and with some of the broken ones toned down there's more reason to expand your selection. There are also more combos to take advantage of, like exploding knight's clones with your terror knight, or knocking enemies into traps with warlock's mind blast.
  23. Ok, got the fix out, you can get if from here or moddb.
  24. Hmm, that's most likely because she starts the battle knocked out and needs to be revived to trigger her dialogue. I could just give Spellblade a reviving skill as a temporary measure until I get the next patch out, I'll post it in soon.
  25. Yeah, that might not be a bad mid-way solution.