raics

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Posts posted by raics


  1. I'd like to say there's something to share these days but it seems that the community isn't at that point yet, I'm still using a hex editor and you can already find most of the addresses I have on cheat boards. Thing is, I'm not terribly optimistic that it will change soon and we'll have a ton of mods and scope is probably the biggest reason, I'd estimate that FFT has around a hundred battles altogether, but with branching paths, massive endgame and the way they chose to scale battles with different level ranges being multiple versions of the same battle, this has literally several thousands of them.


  2. 3 hours ago, Rafos1314 said:

    I see, thank you, at least I feel I finally understand the racial skills with that explaination. So far the only unit I've seen that could use their own race skill was Assassin Vice in chaos route (he comes with anatomy).

    I don't think there is any need to scrap the the racial skills (they give a good flavour and aren't imbalanced), I just felt confused because both the damage calculator and the Consolidated changes document were not giving instructions clear enough for me.

    Thanks for the steal tables confirmation, I'll keep an eye on your rule of thumb, it'll serve me well.

    Speaking of full ward, I though I'd ask about it's obtainability by players without hacking. I remember you could get the passive that gave resistance to all ailments in the unmoded LUTC for 10k job points, but testing on my old savefile it didn't seem like I could learn full ward through any legitimate means. Is full ward somehow available outside of the crest of fire and gran grimoire? Or any way to get it (even through corpse scavenging or shenanigans) would be unintended and consequently fixed later on?

    Sure, I left assassin with anatomy on purpose, it makes sense.

    You can't obtain full ward legitimately, it's set to be a free use skill so bosses could equip it when needed, which means that if there was some way to get it on your character, they would be able to use it with any class.


  3. Hi,

    The problem with racial skills is I can't really fix them, if a human unit equips anatomy it will get a damage bonus vs humans and a damage reduction when attacked by any race, if it equips draconology it will get a damage bonus vs dragons and no damage reduction. The problem is currently circumvented by barring every class from using racial skills for races that can use the class, so you can't ever equip a racial skill that matches your race so the only thing you're getting is the damage bonus, I considered scrapping them altogether, but they aren't doing any harm this way and add a bit of flavor.

    Steal tables were updated for all reworked battles, which is the campaign and some sidequests, I'm currently working on random battles. A good rule of thumb is - if you see that no enemies are equipped with skills they can't use, I most likely reworked that battle and replaced the steal tables.

    I'll most likely replace the full ward on ganpp's pets with specific wards, now that beasts got more dangerous removing the option to shut them down is too much of a handicap.


  4. Uzbek Pilaf

    Ingredients:
    - 1/2 kg of long grain rice or any kind of rice that doesn't stick much, this is important
    - 1/2 kg of lamb, beef, pork or turkey
    - 1/2 kg of carrots, cut in thin strips
    - 2-3 onions, depending on size
    - a handful of dried chickpeas or canned ones
    - 3-4 garlic cloves
    - 2-3 pepper grains
    - 1/2 teaspoon cumin grains
    - 1/2 teaspoon of cumin powder
    - 2 teaspoons of sweet paprika powder
    - 1/2 teaspoon of sweet curry powder
    - (optional) half a handful of unsweetened raisins (may be hard to find)

     

    1. Dip the chickpeas in warm water and leave overnight

    Or you will break your teeth on them. This step is skipped if you're using canned peas, in which case increase the amount from a handful to whatever you're comfortable with.

    IMG_6153.jpg

     

    2. Wash the rice and set it aside to soak

    if the rice you're using takes a long time to cook, you may want to give it a bit of a headstart but it usually isn't necessary

    IMG_6154.jpg

     

    3. Fry the meat chunks on hot oil

    IMG_6155.jpg

     

    4. Cut the onions into quarters

    and add them in when the meat browns a bit

    IMG_6156.jpg

     

    5. Add chickpeas, pepper grains and a bit of salt

    keep on frying, adding a little water if the juices from meat and onion aren't enough

    IMG_6157.jpg

     

    6. Add water to cover everything

    when the onion turns glassy and meat is half-cooked, let it simmer for a bit more

    IMG_6158.jpg

     

    7. Add whole garlic cloves, cumin grains and half the paprika powder

    let it simmer for a few more minutes.

    IMG_6161.jpg

     

    8. Add the carrots

    so they form a layer above the meat, do not stir the stew anymore after this point, cover and leave it to cook for some ten minutes

    IMG_6164.jpg

     

    9. Drain the rice and spread it over everything

    carefully so the carrot layer is not disturbed.

    IMG_6165.jpg

     

    10. Add the rest of paprika, cumin powder, curry powder and raisins
    and stir it carefully into the rice layer, leaving the carrots alone

    IMG_6166.jpg

     

    11. Add water
    so it covers the rice with half a finger width to spare, let the liquid slowly boil on low heat

    IMG_6167.jpg

     

    12. Carefully add some more water
    when it is is gone from the surface and the rice starts expanding, you want it roughly level with the rice this time

    IMG_6168.jpg

     

    13. Cover up and let it steam for half an hour more
    turning the stove down on lowest possible heat, don't lift the lid, don't touch anything

    IMG_6169.jpg

     

    14. That's it
    serve with fresh or pickled veggies, depending on season

    IMG_6170.jpg

     


  5. 7 hours ago, Trajiin said:

    I love the mod but I've only been able to find an earlier version to play on my phone as I don't have a computer. If I could just get a ppf I could see all those great updates. I don't really have any bad things to say about the mod, it makes the game much more enjoyable. 

    No need for that, there's now an alternative patching method in the readme where you just extract the files and point the emulator to it, everything can be done on any phone.


  6. 15 hours ago, LAN021 said:

    I forgot to mention that I also found a lot of the name changes questionable. Impale instead of Icebrand is not a good change, even the vanilla Iceblast is better, same thing goes for a lot of other vanilla names (Spiritsurge, Gravity Flux, Dead Man's Ivy, Major Heal, Word of Pain). I don't think it was an issue of space in all cases, either (seems to be 20-24 chars), so it was probably something you wanted to change either way. Of course, we, the players, have to get used to the names either way, but that's not a valid reason for questionable name changes. Just being honest with you, of course. I admire your dedication to this mod and think most of your changes are great and make the game more enjoyable, but this was not one of those changes. I don't know what feedback you have gotten on these name changes, but at least consider this piece.

    There are also icons for browse (exclamation mark) and learn (checkmark), which you can memorize if you really have a hard time telling the sections apart.

    magicicons.thumb.jpg.4913d7cedc17db4fabe1c796faad001d.jpg

     

    Really? I see no reason to use them as a speedy fighter class over ninja, other than stealing. Ninjas even have the same ranged options, or very close. Decreasing the TP of Sneak Attack to 20/30 would be a good enough buff, it's a little TP heavy to use constantly. Maybe add automatic weapon proc, too, if that is possible (or another separate proc).

    They still wouldn't replace clerics fully, they don't have mother's blessing, major heal and a few other spells. Evacuate and exorcism just means that they could be used as adequate replacements for clerics. They don't have anything other than divine magic, correct? Even though a lot of elemental spells are listed as learnable they can't actually use them.

    Haven't really gotten much feedback about names, I assume it's one of those things people don't care too much about as long as they have an idea of what the spell does. If the name of the spell isn't an issue, it was fitting the name of the spell together with 'arcana' for the scroll. Anyway, if we put something most people don't care about against a usability issue, the latter is more important after all.

    Rogues already have enough advantages over the ninja, they're tougher, have more versatility with full item access and traps, self haste is always good, and their ranged options are much better, as they have 2h crossbows and guaranteed status infliction with bullseye and blowguns, real solid class.

    Familiar is good enough at doing its own thing, they don't need to be full divine users to be useful.


  7. 11 hours ago, LAN021 said:

    Well, I can only speak for myself, of course, but I never even once had that issue in my 220 hours of playing. There are only two sections of magic, browse and learn, and they are sufficiently easy to tell apart. When you're browsing, you usually see a longer list of the spells of the school/lore/type that unit is focused on; when you're learning, you see multiple categories with all the random scrolls you have obtained and certain spells are marked with the striking red "mastered" text. Honestly, I can't see how a single individual who is smart enough to play a game as involved as Tactics Ogre would have an issue with this. Maybe it's because when you are playtesting, you have all the arcana in the inventory? In that case, it could be an issue, even then a minor one at most, but that rarely happens when playing normally. I'd definitely reconsider this one since it seems to be one of the few injudicious choices you've made (although you initially made the judicious choice to change the names from the laughably pretentious latin grimoires, you just went semi-back on it).

    Fair points on my other suggestions. Saw now that tarot cards are only shown to the left when hovering with move selected, not otherwise.

    Have you also considered buffing the rogue class a little? It's seems a little underwhelming, other than for stealing (haven't tried it much in latest patch, admittedly). Maybe decrease the TP of Sneak Attack to 30 or 20 or even make it a passive skill, if that is possible. Also, maybe add some tarot cards for booby traps with basic effects like damage and stun/sleep to the store?

    And how about giving familiars access to evacuate 1 and exorcism 1? That way, they'd be great alternate healers. I used them as such in my lower level alt-party, but the lack of those two spells made it a little difficult.

    Sure, but knowing in which list you are is still something that should be clear without looking too hard, names are something you get used to and the pattern for most spell types is the same anyway.

    I'm getting good feedback about rogue and it was a strong class in my last test playthrough, I don't think it needs anything at this point.

    Familiar shouldn't match the scope of classes that focus just on utility, it isn't meant to be a full replacement for cleric.


  8. 11 hours ago, LAN021 said:

    ...

    Right, it would probably be best if I started by saying that those inconsistent uses of 'and', 'or' and '/' are all a consequence of space limitations, which is the biggest problem with most of those suggestions. With some others the problem is that the text isn't in one chunk that I could change, but instead generated on the spot, like 'Weapon Type' + some 'weapon_type' variable whose name the game is fetching, so I wouldn't have any room to put anything there. That aside, the chance and amount for some weapons can vary even for generic weapons within the same class so it's better to put nothing than a number that may be wrong, the general rule is that a stronger status will have a lower proc chance and that a 2h weapon will have a higher chance than 1h, unless the whole class is specialized for status infliction, like blowguns. The proc chance is always the same regardless of the target, so there's no decision involved and you don't really need to know how high it is, you won't pick one target over the other based on that information, you might decide to hit someone else if the target is immune to the secondary effect, though, and the tooltip will hide the icon when that's the case, which is probably good enough.

    For spells, the chance differs based on the target so that wouldn't be possible, but there aren't many spells left that do a guaranteed hit and then have a chance for an effect that depends on your stats, maybe there aren't any at all currently. Monster skills have either a guaranteed secondary effect or a fixed 50%-ish chance so showing it isn't helping that much either.

    Strengthen and Fortify are intentionally not in caps, to indicate you're getting a usable skill that grants that effect, not the effect itself, didn't really have the room to do anything more than that.

    I tried it without the 'arcana' and it was a bit confusing because you'd sometimes forget if you're browsing the list of learned spells or the list of arcana and have to check, shortening some of the spell names was the lesser evil. Scrolls and treatises still have different names because there aren't many of them in comparison with other spells so they aren't hard to remember.


  9. 1. Sure, enemies in random battles will match the highest level unit you deploy, so if you want to train new classes the best way is to change as many units as you can into it and then deploy them to an area with easy enemies that scales low. Tynemouth hill is a good option because it can downscale to level 3, which is fine for a level 1 team, so if you deploy only one or two classes they will get all the exp and it will go very fast. If you're training a special class you can't change more units into, you can try to combine it with other special classes you want.

    2. Passive skills tend to be interchangeable, and active skills tend to be unique to a class, but some can transfer, you can see the full list in the class chart below. As the teams in TO are larger than FFT, there's no need to have every unit capable of multiple roles, you can have more specialists, so instead of combining skillsets you combine units.

    https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

    3. Most generic classmarks will be available in the store, the only exceptions are necromancer and fusilier which are craftable (and also can be stolen or dropped from units in that class), also angel knight an lich marks which are found only in specific places. Special classmarks are mostly craftable with some endgame books.

    4. The battles will get larger later so you will often have need of a full team of 12 units.

    5. Some other classes have some form of healing in water/dark magic, war dances, songs, or skill based like warlock's distills or warden's pumpkin pie, some classes can throw items and that's still a very good option. Princess and lord can still heal very well with light magic, also priest, angel knight, paragon, familiar and paladin. All those can work in a pinch, still, if you want the strongest healer around, get a cleric, love him and keep him happy.

    5a. There isn't a straight resurrection ability, you can only swap another unit for the incapacitated one if you need it more, and there's a high level draconic spell that can potentially swap one unit for multiple dead ones if you can set it up with a bit of corpse management. Think of it as an incentive to play better, the game already gives the player enough advantages over the CPU and I'm making sure that it's possible to do every battle without incapacitation or casualties if you play well.

    6. There are differences in starting stats, fliers are weaker than other races and can't change into heavy fighters, lizardmen make the best warriors, lamias are good casters and archers, and some have unique classes you might want. Humans are well rounded and have the largest class selection, though, so there's no best answer here.

    7. Their stats are still higher, just not as high, they join with high ranked skills and every special character has a unique class now.

     

    If there's some item you can't find in guides it was probably introduced in the mod, you can just search the readme for it to see what it does. In this case, you can examine the phylactery to see it has the bodyswap ability like Ogre Blade, there are some guides out there that go into more detail about what can you do with that exactly.

    And if you got more questions, you can also join this discord https://discord.gg/N9mfUh, the mod has a section here so there are plenty of people you can talk with, another option is the tactics ogre reddit.


  10. 14 hours ago, OneV8 said:

    -It actually makes sense if we're being fair, If you committed suicide the reports shouldn't say you've been KIA (But if I had known this I would have scavenged a lot more, since it doesn't messes with the incap/death titles, maybe put a little PSA in the changelog doc about it, so that people can enjoy the potion without worrying about titles ). But my question was towards missing hearts in living units (like if you still have one or two hearts left). Any way to regenerate them?

    -IF the rt thing is true I should it makes up for the rampart aura thing enough, but i'd still up the duration by a turn or two, played through around 400 battles in my current save, aside from the first turn i'll see very little room for active item use.

    -About Blunderbuss... That's interesting, I admitelly almost always use a finisher as soon as tp hits a hundred. Might be why there is those MAX TP skills (never tried them).

    -Discord is pretty harmonic in the way it works though, I love it's design. Better to leave it overpowered than to ruin it, I say. Otherwise I do think you could get away with nerfing it GENTLY, or making it a skill special, I know I would use it.

    -Is not that Lord drew the short straw. You've joined 2 spell commands in one (art of war), so for a unit that can all spells in the game, a command like that, whcih has all kinds of crazy utility is extremely strong and attractive. My suggestion is to be able to take my Lord without Art of war and not feel like I'm missing out on so many things. But I'm not suggesting waterstep, just that he'd be able to imperfectly walk  while submerged in water tiles like archers, valkyries and juggernaults. Denam would never be scared of walking in a little puddle.

    -By the way, when learning Art of War spells, even if you fit all the requirements the game will warn you about your skills and levels, a very minor thing I'm sure you've noticed.

    - Also, Wind Shot is..., not worth it, it's not even air augmented, tried it with a hammer, and it didn't make a difference. Could you make this special into a Canopus only (Air augmented) finisher? Probably not, I'm pretty sure you can only get away with it with Hobyrim because Blade Knight is exclusive to one character and that class can only equip one weapon... Damn.

    - About Draconic spells, I think I understand. Just want to say that I'm trying a 2h Hammer divine augmented Lord (lvl 30~) build right now, and Aura/demon will deal 240~ or so avg damage. Damage differences between those two spells will be from 2~6 points probably (which is the elemental augmentation effect I guess).

     

    As always thanks for your work. Just finished the game a second time on chaos, got the two 0 incaps/deaths titles the first time and the two 1-10 incaps/death titles the second. If this keeps up I might be able to make my first perfect save, and god knows I would have already given up have I been playing vanilla. Balance goes a long way into making things fun.

     

    - Yeah, elixirs still work so you can bring the heart count back up when it isn't zero.

    - Discord has to stay a finisher because it wouldn't scale with your katana skill, but it should still be possible to nerf it, gently of course.

    - Dunno if denam would be all that keen to enter water in his lordish finery, he's probably unused to it, and I honestly don't think it would make art of war much less attractive, it would just make one spell in there a bit pointless.

    - Yeah, can't make windshot a finisher, it can be improved in other ways if it's weak, though, not like I exhausted all the options.


  11. On 4/29/2020 at 12:21 AM, OneV8 said:

    @raics

    Some feedback:

    -Death March doesn't count towards the allies slain counter (tried making a unit just use the potion, then tried to have a unit incapacitated and waited for the counter to reach 0, neither counted). So it doesn't help with titles, which is a bummer. Btw, is there a way to raise lost hearts back?

    -Chapter 3 chaos Spellbinder on replay through world will have some pretty good active skills about being immune to attacks or something, which is awesome. But he never really uses these skills even when he both can and needs? Not sure if a bug, a issue with these skills or just a normal AI being dumb thing.

    -Sidghe ring effect lasts too little and warping gets stopped by Rampart Aura, it's a bit underwhelming.

    -Griffons (the only beast i've tested) ability to do damage is severely hindered at this moment, empower beast will barely up the damage to that of weakest humanoid units.

    -Blunderbuss damage difference is too little from the other finishers to make up for the lack of range. It's very underwhelming right now.

    -Blade Knight's Discord is very overpowered.

    -Lord seems too dependent from the art of war command. Making it able to go into water without skills would be a step foward.

    Am really enjoying warlocks and draconic spells right now, but even though some spell descriptions says it deals SLASHING or CRUSHING damage, no matter what using the same weapon the damage will be basically the same with all other spells. I think it would be cool to match some weapon types with some spells. Having cudgels and hammers do great Aura CRUSHING damage and meh Demon SLASHING damage for instance. It would be cool also if it raised weapon skill experience as well. Making them into true weaponized spells similar to those sword commands from FFT.

    - The potion is there just to make skill poaching easier and less painful for the recipient, the warranty doesn't cover anything beyond the intended use. If your hearts went to zero you can't bring them back up.

    - The AI is probably just being wack as usual, I've seen enemies use ivory tower before.

    - Maybe, but I think there was some mention somewhere about warp removing the RT cost from movement, which does give it an edge of sorts over fly when there's no rampart around.

    - Yes, it was a side effect of the armor rearrangement, it will be taken care of in next patch.

    - It's a damage scaling finisher so it needs be fully charged to shine.

    - Yup, I expected it will be too strong, I'll probably dial it down a bit.

    - There's a ton of units that don't have waterstep and can't natively go into water, it's pretty common so we can't say that lord drew the short straw, he has a lot of useful things in that set too so it isn't as if we're taking it just for waterwalk.

    - Might have mentioned it before when we talked about those minor finishers, but the only way to tie the ability fully to your basic attack damage is making it a finisher, and an ability can't be a spell and a finisher at the same time, also, you can't give it to multiple classes, it's either limited to one class or available to everyone that can equip that weapon type. You probably won't notice any difference in damage type when a low offense unit like warlock is attacking a high toughness unit because the damage overhead will be either very low or non-existent, the armor type vulnerabilities aren't a huge factor anyway and only kick in in some situations, the physical damage type on some abilities is mostly there to tell you that their damage overhead will be more easily resisted than for pure elemental abilities. That could be changed by moving a higher portion of damage to stats but that opens more cans of worms than it closes.


  12. 6 hours ago, OneV8 said:

    Well, what else can I say, I hope gods light touches you one day.

    But I want to ask some questions about chapter 4 if that's ok.

    Seems like I got to the point where you haven't touched enemy skills. It's a bummer really. But not only that, some of our character skills and jobs feel off.

    -Cerya being a Valkyrie for instance (you mean for her to be a dragoon, right?)

    -Lots of annoying card drops.

    -Special items not dropping 100%.

    -Nothing skills all over everyone, including our guys.

    My question in this case is about Ehlrig. What are your plans for him?

    I think his current Sprite is perfect, very guerrilla like, but he being a cleric not so much. So I thought rogue or warrior fits best, and from these I prefer warrior since we never get a warrior special character, and you already included Sarah as a rogue.

    This makes come to the conclusion that I find beast masters generic Sprite and portrait perfect for the warrior class. One weird thing you could do is make either make gunpp a named generic, by turning all warriors into beast masters and turning all beast masters into a version of gunpp's sprites (no idea for the female version), or you could give gunpp a special class, since he is an actual unique, he deserves it, no doubt about it.

    I also wanted to ask about the RT advantage thing special characters have. I remember in the vanilla there were some characters that worked just like normal generics and chamos who was actually worse than a normal generic. Was this fixed in OV? What about our boy Ehlrig and that Donnalto's replacement?

    Whew. Will we ever have get a Matra, what about a special swordmaster thats not hobyrim?

    Last but not least, I'll just go ahead and ask.

    How to use Warlocks tips and tricks?

    Sure, the chapter 4 isn't done yet, I'm doing it in the order from game files ch1, ch2 chaos, ch2 law, ch3 neutral, ch3 chaos, ch2 law, ch4. So, cerya will join as a dragoon, skills will be fixed, Ehlrig could be a warrior, why not. Swapping sprites around just like that doesn't work, however, the game won't load them and you will have blanks, the actual graphics have to be changed so that will happen when I fix the warren report.

    The RT values were standardized, special characters have either a -2 or -4 advantage, depending on the character and uniques have -4 or -6. It goes towards their stat totals, so when vyce has -6 it means he has a lower total in other stats than, say, gildas who has -4. We can't get a matra class because those class slots can't be used by the player, and if we're missing a special character you can just use those codes to tweak anyone's appearance to your liking.

    Warlocks can do a lot of things, their default role is mid range supporters but it's really up to you. If you want, you can do something like equip them for max defense, use only their buffs and stick them in front to hit things and get hit so they have the TP to empower your golem, or you can outfit them as a full caster and keep the back line ticking.


  13. 17 hours ago, OneV8 said:

    In the berserkers case that's why I suggested the HP infusion skill. It's an indirect life steal, since damage reaps TP and that gets turned into life. And Tryndamere IS a teams game character. I mean, you have to at least admit that the HP infusion skill fits the berserker thematically. If it would be balanced or not, it's another matter.

    Also I didn't quite get what you meant about the intuitiveness of which skills, spells and stuff are available. Unless we're talking about scavenging, the game clearly tells you if you can or not use a spell or skill and which classes can equip said spells or skills. There's literally nothing pointing out that archers have a bind finished when equipping knives, for instance. But yeah, I didn't get to see many of these yet. Necromancer still lvl 1.

    Thoughts on giving the Canopus Vartan, anatomy? Thought about it since non human classes usually have it, so why not a special one. Would gladly replace air magic with it, since his int is so low.

    I really want that draconic spellstrike. Making Denam addicted to black lizard cocaine will hinder his leadership's skills (and my pockets) long term.

    Sure, berserker could have a skill like that in another kind of game, but he doesn't need it here and probably shouldn't have it.

    I meant that you don't know exactly which skills and spells your class can use until you obtain all spells and fully level some other class that can use those skills because they don't show at level 1, compare with something like the FF12 license board where you know in advance which skills and spells the class will be able to use.

    Hawkmen count as humans so they can't have anatomy, Tamuz can use it with some of his classes because ravenmen count as umbra.


  14. 7 hours ago, OneV8 said:

    I could use the same argument for archers, yet here we have them inflicting silence and poison. Take a look into how characters such as Tryndamere work, he's a perfect example of a Berserker, and yes they CAN have self sustain, it wouldnt take away from their theme, it would just keep their skill slots more busy and make them more interesting to use. 

    Swordmasters are about avoiding, countering, ultility and grace. Berserkers can be pure damage dealer brutes running on TP gasoline. It's awesome design and their positions don't overlap at all.

     

    -When rescuing Cerya from Oz, even if you bring Cistina she won't say her lines. The reason for that is that apparently whoever gets a turn first gets the dialogue (From Bayin, Folcurt and Cistina) and the others stay without. The issue is that in the Vanilla Cistina would be much faster and would usually get dialogue preference, here if you bring Bayin as a mage, it's almost guaranteed he will talk to Cerya instead of Cistina, since he is much faster with lighter gear. Just a small tidbit, vexed me a bit, because it's obvious that Cistina is the one who should get dialogue preference here.

     

    -While I do really like the evacuation system, using it on the 3 nobodies from the neutral route will send them straight home, and we wont get their dialogue from reviving them. It's a minor thing, but since it's basically all the interaction we will ever have with these characters, I missed their dialogue there.

    You can't really use that argument here, berserker is frontline dps, swordmaster is an evasive all-rounder, spellblade is a light supporter tank, 'pure long range dps' is what archers were in vanilla and in the mod they are a backline harassment unit, art of war only reinforces that role. When berserkers need self-sustain it's usually tied to their dps in some way, with life leech or on-kill effects which are either tricky or impossible here, but the main thing is that berserkers tend to have that when they are on their own, this is obviously a team game so your healers and supporters are their sustain.

    Minor finishers are usually tied to the only weapon the class can use so you will get them eventually, there's no decision to be made depending on it so the lack of information isn't an issue. For archer or necromancer it's just an extra to spice up the setups you won't normally use with the class, and those that like to plan everything ahead will use my class table anyway because the game doesn't tell you which skills or spells can the class learn so it's nothing out of the norm and I could just add the minor finishers in there.

    The dialogue issue can't really be solved elegantly because I can't make a character or an entire class faster or slower just because of that or reintroduce revives, it would be nice to have both but in cases where I have to choose between lore and gameplay it's gameplay first.


  15. 11 hours ago, OneV8 said:

    Terror Knight's are feeling a bit underwhelming however (not that they're weak, but that they are too much on the boring side). 

    It seems like the only way to get spellstrike is with cudgels (lame) or lizard cocaine, so some things I thought were:

    1. My best solution is to give an earlier spellstrike buff spell to warlocks, so we can pair them with T. Knights and wreck terror on everything. Right now I really don't feel the slightest inclination to use a warlock, so you would kill two birds with one stone.

    2. Give Terror Knights a TP consuming spelltrike skill buff. This would be pretty good as well, and not overpowered since they keep this class keeps the skill slots busy.

    3. Give Terror Knights earlier acess to lament of the dead. Right now with two handers they feel like quirky beatsticks, and cudgels aren't a option for me, so doing this would make them more exciting earlier in the game.

     

    I don't think I'll ever agree with archers using art of war, but I really wish you would consider making the dagger bind finisher into an equipable skill, if only for aesthetical purposes. No class should be given a brand new finisher just from equiping a type of weapon , it's ugly and non intuitive. Then archers would have to use a skill slot, but it would also allow them to cripple and shoot in the same turn. Not sure about this balance wise, I just want to fix this aesthetical problem.

     

    Also, you mentioned that archers felt a bit dry. That's what I got from Berserkers. The solution here would be pretty simple imo, give them HP infusion and make that "last stand" or something skill take more percentual HP, OR you could also look into a skill that gives them death resistance, like they use them, and their HP can't go below one until their next turn (unless someone, say a juggernaut, disarms them) this is pretty strong, so it would have to cost a lot of TP or be a late game thing.

     

    A segment of the spears should really be DEX oriented.

     

    Weird suggestion:

    Have you ever considered changing warrior/amazon sprites/portraits? They are easily the most boring/ugly in the game. I could get behind giving them a more medieval guerrilla look, I just don't know which sprite would fit, no recolors of other classes or important characters leaves me out of ideas.

     

    Anyways, I'm having the most fun I ever had playing this game. Even now as the mod is incomplete I can say that the game's balance quality finally matches that of the story.

    If you want your terror knights to be more accurate with spells you can fix it with gear to an extent, you have to sacrifice a bit of defense or damage potential, but that's what's keeping you from getting an efficient heavy armor mage too easily, if they're still too unreliable their caster stats can just be increased. There's no real need to introduce a buff dependence in this case, it's fine for beasts because they're supposed to hit their full potential only when paired with a tamer, I don't think a terror knight should be dependent on other units like that, they're a bit of edgelords after all.

    A fair few classes get minor finishers like the archer, we got fusiliers, necromancers, priest, paragon, now hobyrim and you also shoot with gunblades that way, the usual reason is that designating something as a finisher is the only way to have a skill that fully uses your weapon stats and skill. Archer's hamstring move could work as an active or special, but it requires a dagger so you have to give up on using a 2h ranged weapon to access it, as I said, the move gives more purpose to a setup like that. Historically, archers would be reasonably armored and have a sidearm they're fairly competent with instead of trying to do the legolas point blank shot, so when they do get flanked the attack could go worse than expected, this surprise move is an homage of sorts to that.

    Berserkers are supposed to be pure offense and they currently do their job well, if anyone wants a strong attacker with defensive skills he should use a swordmaster, that's what they're for.

    A dex spear could exist, but I can't do a whole segment, they now have to cover 1h and 2h options in both the main and sidegrade flavor including as many elements in each as possible, there just isn't enough room to do dex spears too.

    If I'm able to change the warren report portraits the other ones shouldn't be hard either, I wouldn't mind changing the portraits for soldiers if I'm able to match the art style. They're something of a staple in the series, however, so I'd have to pass it by the community first.


  16. 1 hour ago, Sparafucile said:

    Not so.  Unless you tried and it messes up skill effects?  The skill 'metadata' table has an effective List Order field--magic skills are down in the list but still sorted at the top.  As long as you reorder each entry between the current and new position so each is a unique value, it looks like reordering works fine to me.

    I did a quick test--switched Deathproof and Swiftfoot1 on an old save--and it appear to work fine: Swiftfoot increased Move even though it was 'out of order'.  The list order is part of saved game data, so my edit did not appear until after I reapplied the Default sort; the new sort was preserved if I saved.  Did not test if a new sort is natural for a new game.

    I remember tampering with it before and it wasn't working right so I probably messed up somewhere. I'll give it another go when the next version is ready, if it works on re-sort it should work when starting a new game.


  17. 9 hours ago, OneV8 said:

    This is it for now. I have you to thank for revitalizing this game for free with such great skill, also apologies if I come overly strong, I'm just feel really passionate about this whole thing

    Don't worry about it, none of us would be here if we weren't passionate about the game.

    Portrait issues

    I will probably be able to change the warren report portraits down the line, it isn't a major issue so it's better if I spend the time chipping away at the mountain of things that need to be done, we'll see about portraits later. Meanwhile I released the code generator you can use to change the way any special character looks, that probably solves all of the issues regarding 'I don't like how the character X looks now'. Having Sara as a rogue is a good thing because there are some nice early game steals you can get with her.

    Archers

    I think it's fine if trajectory is a general skill, not many classes have access to heavy ranged weapons or are trying to go for being an exclusive ranged attacker so they can't justify using a skill slot for trajectory as easily, but I feel it's still important to give them the option because of how generally useful it is, rogues have bullseye but it's probably more useful in combination with sidearms. The main reason archers have art of war is that many have felt that the class is a bit dry, warriors have a large weapon selection and can be a discount tank, raw dps or light skirmisher but archers are a lot more specialized, disabling skills are what you'd commonly expect from an archer in games, so it kinda fits. I'm no historian, but they say good bowmen were often paid better than your regular man-at-arms and was hardly an exclusive job for the unwashed masses, especially if we look outside of medieval europe, after all, the samurai were skilled archers first and foremost, and then everything else. The finisher is there because even though an archer could equip a dagger, there would be little reason to besides spending less RT to use your weapon than you normally would and having access to different finishers, it's there for the sole purpose of making that weapon combo more tempting.

    Cudgels

    They're available to all classes that can use magic, so it's just a side effect of more classes being able to, warriors can't use magic so they're limited to only the quarterstaff sidegrade. On that note, those transferable weapons are just supposed to mean it's something you wouldn't normally learn as that class, they probably wouldn't teach you how to swing a light sword on the berserker academy but if you picked it up somewhere else it can be put to use as a berserker, you won't be violating the rules and might get laughed at by your classmates only sometimes.

    Clerics

    I'd sooner make them a bit worse at other things if needed, healing is their primary role after all.

    Other

    Unfortunately, can't do anything about default skill sorting. About pumpkins, having to get 30 is a bit much so the plan is to have around 20-something from the campaign by the time you can get deneb so there's only a bit more to go, you will probably be able to get them in phorampa and other places for that last spurt, and there are other things phorampa will be good for. Can't do anything about titles at the moment, unfortunately.

    If Leonar ends up recruitable, it will probably be in chaos, neutral got enough candy now.


  18. 3 hours ago, Sparafucile said:

    Hmm.  Saw that the beast "weapons" are now all gone and that Instill does add bonus Touched damage to the basic beast attacks, unlike the unmodded game.  However, Augment does not increase the extra Touched damage from Instill very much, if at all.  Is the smallness of the Augment effect on Touched extra damage working as intended?  Maybe it's not something that can be adjusted anyway.

    Yeah, it has no effect, but instills already add 25% extra damage which is pretty substantial, and considering that they already boost your damage when using elemental weapons they do affect instills indirectly. If they also affected them directly, that would be double dipping.


  19. 2 hours ago, Cake said:

    Hey raics

    It seems shaman class won't level up

    Is it a bug or did I miss some information bout this mod

    Yes, it's a bug with the game, the shaman class unlocks fully only by changing Sherri or Cerya into it, Olivya or Cistina won't work. Once you have changed either of those two into it, you will see it in class list and it will level properly.


  20. 1 hour ago, Cake said:

    Yoo raics

    Thanks for ur modding I really enjoying it

    But now I hv no idea where to find this ars magna recipe as before it dropped in chapter 1

    But now Im having hard time to find it

    Or hv u changed it?

    Yes, it was never meant to drop in that place, now that I redid those battles it doesn't anymore. It was meant to be bought from Deneb's shop and that's where you could always find it.


  21. 33 minutes ago, Darius87 said:

    I see, so I guess you won´t even consider to change it in your mod ,right?

    Already have a pretty long to-do list, and this change would be a double edged sword, trying to hit evasive enemies might become a bit too annoying on the player side and they already tend to have a speed, accuracy or mobility advantage over the heavy ones, they aren't meant to match their survivability too. If they aren't durable enough to function, it can be tweaked in other ways without introducing system wide changes. Because if you finally cornered that annoying archer you expect it to go down to your berserker without too much struggle.