raics

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Posts posted by raics


  1. 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.


  2. 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.


  3. 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.


  4. 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.


  5. 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.


  6. 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.


  7. 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.


  8. 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.


  9. 2 hours ago, Darius87 said:

    There is something that I always wondered, can the evasion cap be lowered? Characters that focus on evasion have a hard time surviving because the 40% side and 55% back caps are too high, expecially if you consider that there is 100 % hit attacks already like Mighty strike, Tremendous shot and a lot of finishing strikes. There is ways to deal with evasive characters already. Can the caps be removed or at least reduced to something like 10% front, 20% side, 30% back? That would make evasive builds more appealing.

    It's probably possible, but that's a major system change and likely not easy to do.


  10. 1 hour ago, Darius87 said:

    Hi. I played your mod when it was version 0.92 and I have been keeping track of your updates. I decided to try the version 095.a. but when I load my old save (0.92) a few unique characters have lost their unique sprites and returned to the vanilla ones like Folcurt or Felicia and some are differents like Sara which now is a roque. I tried modding both the 0.92a rom and a clean rom and in both I have the same problem. Did you change the sprites in a udpate and I was unaware of that?.

    Yes, I reverted some of the more radical changes to vanilla by popular demand. However, you can now use a generator sheet that spits out CWC codes that let you customize everyone to your liking, you can find the link to the generator in the readme or here in the first post.


  11. 9 hours ago, Willus said:

    Thank you Raics for this great mod. Maybe I am really bad at this game, but I am stuck on killing Nybas for the first time (chapter 1). I tried to power level, tried to gank the undead, bring 3 healers, bumrush the necromancer, nothing seems to work. I always end up getting my party member killed. Should I be expecting to lose some characters and plan for this? How have others done this? I could just ignore that map I suppose.

    That map is now higher level than before and the npcs in the scene after krysaro will mention there's no hurry in doing it, just to give you a stronger hint that the map is optional and doing it can be postponed until the end of the chapter when your level is higher and you can have better gear. As casters are the biggest problem in that map, the easiest way to do it is gearing up a few warriors or knights for maximum magic resistance and going for nybbeth while the rest of the team keeps other units occupied, and by keeping occupied I don't mean exorcising them, as nybbeth will then just summon fresh ones close to him, which will make killing him harder for your strike team.


  12. 7 hours ago, Squaresoft said:

    Hello raics, I just started trying One Vision and I'm loving it,
    I don't mind checking the entire changelog version by version, that's what I do,
    But I'm curious about if there is an unified change-list, thanks in advance,

    Sure, might not be fully up to date but checking two patches worth of notes is still easier than everything

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


  13. With the release of Tactics Ogre remake for PSP, this game got a bit forgotten and it's no wonder, the new one looks better, plays smoother, feels more polished and has more content. Which is a good thing, of course, if all remakes outshined the original work, the world would be a much happier place, if nothing else but for the lack of disgruntled fans.

    Still, as the remake isn’t just an improved carbon copy of its predecessor, but a vastly different game in many aspects, there is a certain point in replaying this one, besides the obvious nostalgic factor. So, that’s what this is, a tiny side project for those that get a craving to replay it but aren’t quite as keen on revisiting some of its quirks, which were a bit hard to swallow even for year 1995.

     

     

     

    Q&A

     

    Spoiler

     

    Q: Wait, why again?

    A: Got curious and wanted to see how much trouble it would be to adjust a few of the simpler things, also, got a soft spot for the game.

     

     

    Q: Aren’t there already a ton of full-fledged and honestly quite impressive mods for it?

     

    A: Yes, but mostly for the SNES version so that means all of them are in Japanese and fairly inaccessible to a western fan.

     

     

    Q: Is this fully completed?

    A: No, I don’t have the time to work on two full mods and investing too much time into a game very few people play is a bit of a waste, so it’s just a bunch of tweaks that should make the game more enjoyable or at least less of a pain, it’s unlikely to grow into something more.

     

     

    Q: Does that mean I will encounter a lot of bugs?

    A: Probably not, I tested it myself to an extent and removed most major issues, it should be fine now unless I made the last boss too hard to kill or something like that. Tell me if you do, though.

     

     

    Q: Does this work on all platforms?

    A: It does, the archive includes versions of the hack for both PSX and SNES. It should work on all emulators and also on original hardware if you burn the patched PSX image to a CD.

     

     

    Q: Can I apply the english patch to the SNES version?

     

    A: Yes, just be sure to apply the mod before the translation patch.

     

     

    Q: Can I use an existing saved game from vanilla?

     

    A: For the most part, the stats of your team will be wrong, but it will work. Just make sure you use a memory card save, not a saved state, see the installation below for details.

     

     

     

    Patch Notes

     

    Spoiler

     

    Patch notes v0.2

     

    Class Changes

    -  Knights get innate Remedy instead of Vitalize spell, granting an innate spell to a class is a bit problematic because you could keep unequipping it to get unlimited money

    -  White Dragon and Holy Dragon get Banish instead of Remedy

    -  Golems now get X-Zone instead of Poison

    -  Gildas gets innate Banish instead of Heal, so he didn’t need his caster stats anymore

    -  Myrdin gets two exorcist spell slots instead of innate ability, his caster stats are now better

    -  Gorgon gets innate Toxic instead of Incubus spell

    Item Changes

    -  Steak now provides +1 STR, +1 INT and -1 AGI on levelup

    -  Octoball now provides +1 DEX, +1 MEN and -1 VIT on levelup

    Ability Changes

    -  The Dragos ability now has the effects of old X-Zone, and is available instead of it on the same items

    -  X-Zone now has point blank range and inflicts slow, it doesn’t damage the user anymore

     

     

    Patch notes v0.1

     

    General

    -  Special characters that previously didn't keep their default appearance on class change (like Presance or Forcas) will now do so

    -  Area spells don't hit empty tiles anymore

    -  Most classes have higher vitality, they died too fast for a game without knockdown mechanic

    -  That also means some rescue missions are notably easier

    -  Physical resistance is also higher in general, that makes stacking armor more effective and worth the added weight

    -  Agility growth is lower and doesn't differ as much from class to class, things break when it grows too high

    Class Changes

    -  Stat growth is standardized, so all standard classes get the same total points per level (with a point in agility counting for 2). The exception are soldier/amazon, which have slightly lower totals and hybrids, which have a total point bonus but are never stronger in any area than a specialist

    -  Special classes get slightly more points, and it varies for enemies, some get significantly more

    -  Male units and their classes tend to be physically stronger and female classes tend to have more agility

    -  Starting stats for all normal classes are calculated in regards to their default upgrade path, so if you recruit an enemy terror knight, he will have virtually the same stats as your recruit that took 3 levels in soldier, 11 in berserker and the rest in terror knight

    -  Special characters are an exception so their starting stats will reflect their class growth to an extent, with 'special' meaning everyone with a custom portrait. Characters like Sara and Voltare are just named generics and can't have their own custom defaults in this game

    -  Beasts are much stronger and faster, you can bring only two so they probably should be worth it. Their elemental resistances and vulnerabilities are more pronounced

    -  Undead are weaker in general

    -  Soldier has 1 str and 2 hp per level over amazon and she has 1 agi over soldier, they're the same otherwise

    -  Knights are a bit weaker on attack but have gotten a true tank defense and have an innate Vitalize spell

    -  Berserkers hit even harder but haven't gotten as durable as some other classes

    -  Terror knights got better offense, now that knights are covering the defensive role

    -  Swordmasters are more durable and can walk on water like ninja

    -  Dragoons got more durable as a heavy class and their magic is stronger but their attack isn't as good as before, they specialize in spears now

    -  Ninja shouldn't die in one hit like before

    -  Beast tamer is still sturdy and a bit stronger offensively

    -  Wizards are slightly less fragile but have lost 1 move

    -  Warlocks are stronger fighters and specialize in swords

    -  Exorcists are stronger fighters and specialize in hammers

    -  Lich has higher stats and can teleport but has lower resists and movement

    -  Gunner is is a bit less susceptible to attacks but is still very vulnerable to magic

    -  Valkyrie is physically tougher and can use the same spells as ninja

    -  Archers have less movement and aren't as durable

    -  Dragon Tamer is stronger overall

    -  Siren is a bit more durable, also faster than Wizard but not as strong and has also lost 1 movement

    -  Witch is a hybrid, similar to warlock but more nimble, she can also use dragon magic and specializes in crossbows

    -  Cleric is more durable, they specialize in claw weapons

    -  Priest is a stronger caster than a cleric but not as suitable for getting hit, she has lost 1 move too

    -  Faerie is a bit tougher, has +1 move and gains MP, specializes in bows

    -  Gremlin isn't such a powerhouse attacker as in vanilla but is more durable, has +1 move, gains MP and specializes in whips

    -  Hawkmen have worse stats than land units, which is true for most native fliers or teleporters, they specialize in hammers instead of axes and are resistant to air but vulnerable to earth

    -  Lizardmen are stronger offensively than knights but can't handle magic as well as they do, they specialize in spears instead of hammers and are resistant to earth but vulnerable to wind

    -  Pumpkinheads specialize in hammers

    -  Ghosts don't have crazy resists anymore

    -  All dragons have the same growth totals, their upgraded forms are slightly tougher and stronger

    -  White/Holy dragon will gain a Remedy skill

    -  Golems can use a poison attack

    -  Goblins specialize in axes

    -  Sorceress lost 1 movement

    -  Vyce's starting Soldier class is stronger than a normal one and specializes in swords

    -  High Priest lost 1 move

    -  Princess specializes in swords

    -  Paladin gained one more spell slot

    -  Lord Mancer lost 1 move

    -  Eagleman can equip one status spell, his favored weapon changed to spear

    -  White knights have innate Heal

    -  Shamans are different now as their stats, weapon specialization, movement and resists mirror some of the normal classes (with a special class power boost) but keep the shaman's spell set. Cistina is similar to a Dragon Tamer, Cerya to a Valkyrie, Sherri to a Siren and Olivya to a Cleric

    -  Vyce's Warrior class has the same movement as Ninja

    Item Changes

    -  Item weight is standardized, in vanilla you'd often stick to starting gear because the added weight on upgrades wasn't worth it

    -  Equipment gives you a resist boost to their element instead of the opposite one

    -  Reshuffled stat bonuses on gear in regards to which items apply their bonuses when attacking and which do when defending. For instance, an INT bonus is useless on body armor, shields, headgear or boots because it's a strictly offensive stat

    -  Daggers have a DEX/INT bonus

    -  Swords have an AGI bonus

    -  2h Swords are stronger

    -  All Axes are 2Handed, previously only the starting one wasn't

    -  All hammers are 1Handed

    -  Baldur gear doesn't give you an INT boost anymore, there are other items for that

    -  Claws have a MEN bonus

    -  Staves are 2Handed so you won't have to dual wield them anymore, the int loss was compensated by higher caster stats for most classes that use magic

    -  Whips have a DEX bonus

    -  Ranged weapons are much heavier, let's say it's the ammo

    -  Physical resistance on most defensive items doesn't go up anymore, as stacking percentages too high could fully eliminate damage, instead, the previously unused VIT bonus and other stats are used for growth

    -  Shields have a small bonus to AGI, MEN and all resists

    -  Gauntlets have less physical defense than shields but better spell defense

    -  Heravy armor has the highest physical resistance and vit bonus. Some of them, like leather and fairy armor are lighter but less protective

    -  Robes have less physical defense than heavy armor but better elemental defense

    -  All robes beyond baldur double your mana regen to counter the dropoff in gain per turn due to lower WT later on

    -  Helmets have a MEN bonus and some physical resistance

    -  Boots have an AGI bonus and some physical resistance

    -  Some rings have different stat bonuses

    -  Orbs now have 1 weight instead of -10, it probably isn't good if a consumable is providing an incentive not to be used

    -  Special gear that had it lost its bonus to stat growth per level

    -  Because of that, Warrior gear set was reworked to normal items

    -  Steak, Chicken, Burger and OctoBall don't raise your stats on use anymore, they instead modify your stats on levelup by the amount listed in their description if equipped. It was meant as a way to further customize your stat growth. If it proves useful, more such items can be created

    -  Basic status removal items cure all status ailments instead of just one and also heal 50 HP but are more expensive than basic healing leaf, Pomme still cures all status ailments and heals 100 HP

    Ability Changes

    -  Mana costs for most spells were adjusted relative to their usefulness

    -  Projectile spells have higher range

    -  Area damage spells have lower range

    -  Spells that hit all targets can miss. Starion and draconic magic have a lower chance to hit than forbidden magic on account of having additional effects

    -  Forbidden magic no longer hits allies

    -  Melt affects multiple targets

    -  Meteor is a single target spell that can cause stun

    -  Poison is more accurate

    -  Petrify is a single target spell

    -  Iceblast is a single target spell that lowers weapon power and removes 9/10 of the target's MP

    -  Acid Rain no longer lowers weapon power

    -  Clear spell removes all status effects, not only poison

    -  Slow Move affects multiple targets

    -  Exorcism spell always hits

    -  Vitalize spell affects multiple targets

    -  Instead of reducing your MP after use, Charge costs 50MP and charges the same amount to the target, so you can't generate MP from thin air on first turn

    -  Tempest draconic spell inflicts stun

    -  Wipeout draconic spell lowers weapon power and removes the target's MP

    -  Asteroid draconic spell inflicts poison

    -  Mute draconic spell inflicts sleep

    -  Retissue doesn't turn your undead into a level 1 soldier, it just heals one undead unit to full

    -  Dragon breath status effects match the draconic magic of the same element

    -  Eddy can be used on land and can inflict slow

    -  Faerie's Cute Kiss and Deep Kiss cost MP and scale with INT/MEN

    -  Gremlin's Cute Kiss and Deep Kiss cost MP and scale damage the same as other special attacks

    -  Sad Song damages undead instead of healing them

     

     

     

     

    Download link

    https://drive.google.com/file/d/1rAwIGSpHmd9zOt8szlMnv1aG1k7iUsaY/view?usp=sharing


  14. 4 hours ago, kkllkkg said:

    could you tell me where to buy the Treatise on Seduction scroll (Demonpetal Dance)?

    Same as in vanilla game, the earliest where you can get one is from last story battle in barnicia castle, the grand staircase, it can drop from a female templar swordmaster but only from the level 17 enemy, if you're overleveled so so enemies are level 33+ it won't drop. You can also get it from 8th floor of hanging gardens, enraptured dreams, also from female templar swordmaster and also from lower level battle which is at 22, if you're over 34 in all classes so you can't trigger the low level battle anymore it can't be obtained at all.

    I'll change it eventually and there will be more places you can get it from regardless of your level.


  15. 16 hours ago, vhatever said:

    I haven't played LUCT in quite sometime, but I recall something about losing skills on recruited characters/monsters if they had more than 4 or 5 skills. Something along those lines. If the skill was in the 5+ slot then they would lose them after the battle, right? Maybe my brain isn't remembering right. But there was something about that happening.

    Yeah, but doing it with skills is a bit iffy and it's a ton of work.


  16. 3 hours ago, vhatever said:

    Have you considered making a version of this with a raw sort of difficulty increase, something like increasing enemy hp/damage by 25% or more? Nothing too complicated, but a decent bump up in difficulty across the board. I think a lot of people who wish to replay these older games want to have a little extra challenge thrown at them.

    It wouldn't be as straightforward as it might seem, the enemy uses the same racial templates as you do so any stat buff there would also apply to you, and if I use different templates for them, you could just recruit those and use them yourself.


  17. If you had to level each character in the class so we had an investment, that would be a good idea, but as it is, once you have the class at that level it's just spending a few classmarks, which is the kind of trivial hassle people don't like to see.

    I'm already automating a good part of it, the parts that can't be automated are troublesome, for instance I'd like to avoid each unit of the class to be exactly the same so I'm switching skills around on some of them, like giving wade to units on water levels, giving them different equipment and drops, steals should be the same so you know what to expect of each knight in the same chapter but for bosses they're different, so you can steal things like necro marks from nybbeth or 30 silvers from chaos vyce, things like that can't really be automated.

    • Upvote 1

  18. 3 hours ago, cadence said:

    ah, gotcha--you have to go through and change the skills for each unit for each battle? that does sound like a lot of work.

    for the learning threshold, i'd imagine it's checking against a constant integer value, which would probably be a one-line ASM hack... is the hard part tracking down where this happens or am i importing the wrong expectations from romhacking other games? just curious.

    also, i was wondering why every class seems to have the elemental Augment skills. is that hard-coded or did you have something in mind for it? 

    Yup, every and the each one of 10,000+ unit entries because the game doesn't use any templates, when you add adjusting race templates, drops, steals and gear where needed it starts going real slow and I don't have much time recently either.

    Exactly, fixing it wouldn't be hard but finding it would probably be tricky, of all the ways you could populate a list I can safely bet the devs chose the most awkward one.

    Augments are just there because of weapon flexibility, I won't try to discourage knights from using a fire sword if they want. If an augment is missing that's because the class has limited or no access to that element, as is the case with knights and dark.

    • Upvote 1

  19. 1 hour ago, VIStrings said:

    Hey raics, great work, I'm a huge fan of what you've done here! A few years ago I put about 250 hours into the game and looked into modding it myself, just for personal satisfaction. I didn't do much at the time, just adjusted weapon balance, removed level-up bonus, 100% crafting, made claws 1-handed, made it so most non-unique equipment could be found on enemies... Stuff like that.

    I was wondering... At the time, I followed a thread on 2channel (now called 5channel) where people shared tons of information about the hex-editing, all the different files and what encounters they contained, etc. They were all for the Japanese version, so I don't don't know how much of it is transferrable, but I wonder if they're aware of the existence of your patch/you're aware of their efforts? The thread is still active-ish (well, not dead anyways, but the SNES/Famicon one gets way more love) and I'm sure they'd love to learn from you, and I wonder was there anything they could help you with or something. Not that it looks like you need it, to be honest. You seem to have a great grasp of what you're doing, so massive kudos for that! I didn't follow the scene at all before One Vision, so I don't know how you went about figuring this stuff out in the first place!

    As an aside! I was playing today and my Sidearms-wielding lizardman Hoplite had a funny interaction. I had Evade up and went to activate Trajectory to make sure I could hit an annoying Faerie. As I activate Trajectory, my Evade plinks out and I'm left with neither Nullify or Trueflight! Funny interaction, not sure if there's anything you can do about it? It's super niche anyways.

    Thank you for keeping my love for this game alive!

    Hi, thanks for trying it out, it's always nice to see more people getting back to the game.

    Hard to say to what extent it would be compatible, I imagine the Japanese version would just have different offsets due to different amount of bytes spent on text but the file structure should be similar enough, haven't heard of the place before so it might be worth checking out.

    I'd have to do a bit of digging around skills, trueflight is considered a physical effect so it would remove evade just as it would remove apostate if it was a magical effect. I'd have to see if it's possible for an effect to be neither physical or magical, if it's possible at all it wouldn't be hard to fix.