raics

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Posts posted by raics


  1. 17 hours ago, Oblivão said:

    "If the program reports ‘cannot open the specified PPF file’, that means there’s a size mismach between your ISO and the correct one. If the size difference is small, load your ISO in UMDGen, hit ‘Save’, pick ‘uncompressed (*.iso)’, wait for it to get rebuilt, then load the new one and try again. "

    Had to do the added step.

    Why did you change the patching method? Also, can we apply upcoming patches on already modded ISOs?

    Update's really good btw.

    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.

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  2. 49 minutes ago, Yarott said:

    I must ask, what is the overall plan and details for splitting up Familiar from being homogeneous to being theit own thing per the three races that can use it? I am very curious about that aspect after reading that post.

    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.

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  3. 3 hours ago, megatenhero said:

    Can anyone answer this last post?

    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.

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  4. 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.

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  5. 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.

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  6. 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.

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  7. 4 hours ago, Onelovekr said:

    Hey raics, I have a level 33 terror knight and wondering if you have any tips how to get the best out of this class? I'm struggling to find a use for it, it seems physically weaker than other heavy classes and its spell selection is nothing special either. What is it supposed to excel in?

    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.

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  8. 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.

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  9. 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.

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  10. 5 hours ago, Onelovekr said:

    hey raics, i used feyrn bolus on a friendly unit that had "stop" status, it says 0% success but it worked. Is it supposed to say 100% instead?

    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.

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  11. 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.

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  12. 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.

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  13. 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.

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  14. 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.

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  15. Sorry for not responding, went on a short trip and had no reliable internet access.

    On 7/29/2018 at 6:54 AM, wazzur1 said:

    Is there any place i can find the equipment list for this mod?

    Not really, I should probably make one. The pattern that most gear pieces follow is similar within a category, though.

    On 7/29/2018 at 11:10 PM, Onelovekr said:

    Hey raics,

    I'm in 4L and noticed a few weird things regarding ai levels. In some story/mission fights like ozma recruitment fight and the first pirate recruitment fight that is available early on in ch4, the ai levels were in the 20s (22 or 26, dont remember). Which is a huge jump from ch 3 that early on. But in other story battles the ai is at lv 16 to 19, like saving lindl. So i had to level up classes to the mid 20s to recruit ozma and azelstan and then breezed through the rest of the story fights so far (just got lindl). wondering if this is a bug in my version? I dont remember if there were other high level fights early on but those 2 I mentioned stuck out to me because I had to do them early on but it was impossible at level 15.

    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.

    On 7/30/2018 at 10:32 AM, wazzur1 said:

    Have you considered making new classes you unlock start at your average level with appropriate unspent skill points? Its very annoying having to grind/scavenge just to let new characters cought up to your party. In the original game, that would be bad since you lose out on stat boosts from lvling, but in this mod it wouldnt be a problem right?

    edit: and whats the deal with charm duration? I noticed it never even lasted long enough for them to take one action for your team with wortdart blowgun. I figured the spell might be different but I just had a fight where i used the spell on the monster that acts right after and he broke out immediately.

    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.

    14 hours ago, Onelovekr said:

    charm works fine for me, lasting multiple turns

    i'd also like an equipment list, i just found out the Reeking set has changed, apparently into the Legion set, but I don't know what pieces complete the new Legion set.

    I wanted to report that I'm noticing some weird issues with the earrings giving stat boosts when they shouldn't. For ex. I think the Beast earring gives a boost to 1h swords as well. Also I think it's kind of weird that warrior's band can give higher atk boosts than the earrings in some cases, same for Seal of Finesse being better than Gunner's Earring. And I wish archers would be able to use or get access to some new armor from the recipes as well. I just finished the shines and everyone has new body armor except the archers, who are stuck with scout vests which imo are worse than damasc vests for archers. Wish they could have a new piece of body armor from the recipes that complemented them more. I think the scout vests are really weak compared to phantom cloaks and damasc vests, not sure where they fit in really.

     

    Edit: Also forgot to mention, I was playing around with a Necromancer and tried its Beckon skill on an injured enemy, but it didn't do anything. I used it on a human and it had 100% accuracy. I thought it would damage the enemy by its current damage amount but it just ended up using up my TP

    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.

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  16. 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.

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  17. 16 hours ago, crabcrouton said:

    Hey raics, thanks for getting back to me with your thoughtful answers. Separate question, I'm in chapter 4 chaos and read the Balmamusa Dead to trigger the fight to save Oelias. I used a Lifeline Gem on her, and it didn't trigger her follow-up conversation, thus now she's stuck in my party as a Guest and the next fight with Dievold isn't happening. Is this an intended result? Should I revive her via a different method?

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

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  18. 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.

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  19. 2 hours ago, Onelovekr said:

    Hi Raics!

    Great mod, really brings the game to life. Recently had some time to play around with white knights but felt they were really weak so I was wondering if i was missing something. It seems their divine light spells are all situational debuff clears (dont know if they get something else later) and they only have melee weapons and slow speed which means they almost never get any action. Would it be possible to give them some kind of skill they could use when theyre not fighting, like aoe defense buff skills or something? I hardly ever find any use for their divine light spells. They just feel like slow melee characters that just lag behind everyone else atm and I wish they had something they could do more consistently.

    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.

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  20. 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.

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