raics

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Posts posted by raics


  1. 39 minutes ago, coffee potato said:

    Until it's discovered, would it maybe make sense to replace Poison with Envenom for the water version? That mess seems to hurt a bit. By the way, with the Cursed Weapon patch coming up, will that break anything if I have several created cursed weapons already due to the unique stuff, or should it be fine? Just not sure if I should be selling them off for safety's sake.

    It shouldn't break anything, if I don't fill those slots with something else you might even keep them.

    I suppose there's no point in mucking around and replacing poison with something else if it's on the rework list, and it isn't 100% defunct after all. If it turns out I can't improve it we'll think of something.

    • Upvote 1

  2. Right, it's the way damage calculation works, for strengthen, breach and similar to do anything you need to have a stat difference so fortify is much more effective if you use it on squishy allies like mages, archers or ninjas, it won't do much for a knight and strengthen will empower your berserker much more than a ninja or archer. It's easy to apply them at least and they have a high duration, even better that they aren't too broken because AI apparently doesn't know that buffs are beneficial and changing that or the damage calculation is beyond me. Especially AI, it doesn't seem to have fixed algorithms to use certain skills and spells, it tries to identify what they do instead.

    I'll tamper a bit more with status durations, especially for charm and hard disables like charm, petrify or stop, there aren't enough status effects to distribute them perfectly and what they do is sometimes too different. Doesn't seem that bad, though, most elements have a selling point, lightning has tp charge, ice has stop which is straight better than petrify, healing is pretty exclusive and that slow/rt delay combo is kinda nifty so water isn't badly off either. I'll change poison to, say, 5% HP per turn if I find out how.

    • Upvote 1

  3. 10 hours ago, Taylor_778 said:

    Voltare joined my party as a knight with divine magic and the heal spell learned but he can't cast it.  Something wrong there?

    It's fine, knights can't heal anymore but they can still use status removal spells, just ignore it. That will happen a fair deal, you'll recruit units with skills and spells they can't use until I do a cosmetic pass that removes them completely, makes no sense to do that before it's fully decided which class can use what.

    • Upvote 3

  4. If an enemy has more than one guaranteed item, like those temple bosses, they should drop them all in addition to any random items, I don't think setting it up would be a problem.

    Generic class colors are what they look like when they belong to your faction, 0 is for your soldiers, 1 is for galgastan I think, and so on. I can't change what a single class looks like because it's assigned automatically.

    • Upvote 1

  5. Three curse spells are too much, right, I was thinking of just one spell with curse status and using the other two for spells that buff undead in some way or do something to the living.

    Spendthrift and Paranoia spells don't have a scroll you can learn them from, not sure if those work when you debuff an enemy with them. Anyway, goth doesn't exist as a cost type so it would require deeper hacking, I could easily have skills or spells consume oberyths, though, we'll see if more people are interested in that.

    • Upvote 1

  6. I don't think renaming existing units will be possible at all, unless I turn into a mips jedi at some point and find some way to 1) make the whole thing work and 2) add it to the shop interface. I could just circumvent the whole thing if I manage to add non-human units to shops, probably, it would make the dragon part of deneb recruitment kinda pointless, though, and I'm sure everybody would get bummed out something awful about that one.

    Just remembered you asked what's the point of mage pants at some point, arkhiatros pants grant 10% to all racial resistances and the ones for mages have 10% res all elements, which is pretty nice.

     

    EDIT:

    Honestly, no idea about implementing monkey grip, maybe the force will lead me to it if that thing above happens.

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  7. Nah, I don't want to change the direction of a class without a very good reason, they merged the male and female tamers into one class here and that's fine because those are very similar, changing a dragoon into a dragon supporter turns him into something entirely different.

    I'd like to keep the avd bonus on fists because that's the only thing you'd want to use the pronged weapons for, it makes sense, and they're also dead useful that way on classes that don't attack much but are getting attacked a lot, like clerics. A lot of mage classes can use a dagger so it needs some kind of caster bonus and mnd also grants some spell damage, for other classes silence has a broader application as an on hit effect than, dunno, MP leech or enfeeble which would be good only for casters.

    I could give spellbooks enfeeble on hit, though, that would fit.

    • Upvote 1

  8. I don't think beast master is really a situational class because he isn't encounter-dependent, you decide if you want to bring beasts or dragons into battle or not. It was a problem for Dragoons so they got good stats and that nifty jump skill, they aren't a dead weight when the enemy has no monsters around like in vanilla. Sure, dragoons could recruit dragons in first Ogre Battle but that's where their love affair with wildlife ended, in other games they have been either a dragon slayer or just a strong attacker with a bit of magic.

    I haven't been taking too many liberties with the class if it has an established image in the franchise, if I made warlocks into a semi-frontliner that's because they work that way in KoL and OB64.

    • Upvote 1

  9. 5 hours ago, Valenhil said:

    I don't see what purpose Sidearms are suppose to fill now? They're way heavier than the other one-handed ranged options, don't deal more damage, and have less range.

    Yeah, they have to be heavy, now that they aren't consumable we're supposed to imagine the unit carrying a stack and retrieving them when possible, kind of, somehow.

    They're the strongest 1h ranged option after pistols and fire in an arc which is always useful, but I agree there's a bit more room there if we account for the weight, I could make them a bit stronger. Probably faster too, it kinda makes sense they should be the fastest ranged weapon because you don't have to reload, that would compensate for the weight somewhat.

    • Upvote 1

  10. Thanks, Hart, I'll be sure to do that.

    3 hours ago, Kain Stryder said:

    So far, about to hit chapter 2. Couple things I'm not keen on are no scroll use but I understand it for balance issues. In loving the recruit tp cost reduction and exorcise I think was reduced too. Not super happy with the donnalto and other portrait changes but I'll live. I'll post more ramblings later and when I'm not in my phone trying to post all this. Otherwise I'm loving the balances and changes. 

    Yeah, those visual changes to some of the more notable characters had a somewhat mixed reception, they kinda grow on you and being able to tell named characters from generics is nifty but I'm not adamant about keeping them. Scrolls were a bit cheesy, I think, this way the class spell selection is more meaningful, I can also make some spells more readily available and cheaper so you don't have to blow your bank if you got a ton of casters around.

    • Upvote 1

  11. If you tried the mod and have something to share about your experience, be it small nitpicks, ideas, random thoughts, ramblings, musings or, why not, praise, you can do so here. In case you want an extended discussion regarding some specific aspect of the game or mod you can open a new thread instead.

     

    These are some of the more obvious known issues, some are low priority and some are either extremely tedious or tricky to fix.

    • Missing character sprite in the opening scenes of Donnalto's or Rudlum's battles.
    • Funny item, skill or spell sorting in some categories (spells can be manually sorted for use so this is a low priority one).
    • Disabled skills in enemy skill lists which should be replaced with something more useful.
    • Identical descriptions on some lategame weapons.

     

    Consolidated changelist up to version 0.92a can be found here, along with an up-to-date class sheet detailing the skills and abilities of all classes in the mod.

    On the same address you can also find a damage calculator table explaining some of the mechanical nuances is available in the same location, it is made for vanilla game but all of the formulas are still the same, consult the manual sheet for more info.

     

    • Upvote 3