raics

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Posts posted by raics


  1. 25 minutes ago, jullian29 said:

    this, are we really supposed to get Ars Magna combination recipe before Herbalism? story wise

    You should be getting consumable crafting recipe first as of last patch (though it will say ars magna), that's why they ended up reverted which will be fixed in next patch, whichever that one is. When I get to editing encounters you won't be getting ars magna from a story battle and will only be able to buy it from deneb in postgame, you can't use those spells before their level anyway and the cost won't be overly high so there's no hurry to fix it.

    • Upvote 1

  2. Yeah, they're somewhat out of date, it's a bit of a hassle so I haven't been updating them. It isn't a terribly important information anyway and you can see it ingame too.

    Lord's stats start at 83c7a and go like this

    3c 4b 14 19 12 16 12 16 12 16 12 16 12 16 12 16 12 16 12 16 1e 0c 03 08 02

    3c is the HP base for the class, and 4b is growth per level divided by 10, so lord class has 60 HP at level 1 and gets 7,5 per level. Then you have base and growth for MP, STR and the rest of the stats in the usual order, after that 1e is RT, 0c is base ATK and 03 is growth, so lord has 12 + 0,3/lev, then you got the same for DEF. Movement range is on 83c9f and it goes up and down by 4, not 1, so 19 is movement range of 5 and 15 is range of 4.


  3. I suppose it might help as a band-aid if it did a bit of damage upfront too, the way gravity flux does. Not percentage, though, a fixed amount of non-resistable damage + a low scaleable non-elemental base so it might do something in endgame.

    Also, if I shift that fixed damage upfront it will make the AI treat it as just another damage spell and will use it whenever a regular AoE spell does less damage, which will usually happen on tough units where poison is the most useful.


  4. 6 hours ago, jullian29 said:

    is it possible to rework the poison mechanics? have a percentage based damage like 5% for the normal and 10% for envenom, and revert the intervals to normal but with a longer duration, in that way players will be obligated to use cleanse. the damage it does is honestly nonexistent all throughout the game

    Poison lasts a long time so it adds up, if you poisoned 4 enemies with the cloud and it ran its full duration it's 600 total damage which isn't too bad even in endgame. But yeah, the urgency to remove it isn't really there and I would have reworked it a long time ago if it didn't require digging through assembly, meaning it will have to wait, better to do the easy stuff first.

    • Upvote 1

  5. Yeah, enemies like poison a lot, unfortunately there's isn't much I can do about that except remove the spells altogether, the fix I released recently helped a bit by reverting them to normal accuracy instead of 100%. There are very few buffs that the AI is set to use, because they typically won't do anything else as long as even one unbuffed unit is nearby.

    The problem with empty skills and fans is one and the same, they're equipped manually for that battle so until I get to doing a pass over battle tables and remove them myself it won't be fixed.

    Clerics aren't really a problem when levelling new classes, if you stick a low level class in a high level team it will syphon most of the xp anyway and level fast enough, units also get to the point where they won't get oneshot anymore earlier because level stat difference is lower. Strong healing is intentionally a necessity, you could get by without it in vanilla because very few enemies did any damage beyond a certain point and I like the way it changes the battle dynamic.

    There's probably no need to give monsters the ability to level attacks, they're pretty strong at all stages of the game, especially later on and grow well enough naturally.

    Good to hear you're enjoying it overall, there's a loot of room for improvements but the game isn't always cooperating and my options are still pretty limited.


  6. It won't crash or anything but there are potential issues to be aware of. If you played before 0.89 your characters will be wearing different (potentially incompatible) gear so you will have to check each one, if it was even further back some of your characters might be having slightly higher base stats than they should or have incompatible skills equipped. So, nothing gamebreaking and might not even be too inconvenient unless you're suffering of ocd.

    Just make sure to load a real save after you update the iso, not a saved state if playing on emulator.


  7. Yeah, you aren't the first one to notice it doesn't make sense for the garrison to fall apart in siege battles as long as their liege is alive and kicking, I've made leaders considerably more durable (or more dangerous if they were already durable enough) but yeah, for some battles it still isn't enough to make them challenging. All kinds of things should become possible once I find the battle tables, but that will probably take a while so I've been putting it off until other things more or less fall into place.


  8. Canopus is a disc one nuke of sorts so you have to be careful there or he makes the entire early game a cakewalk. In vanilla winged race is only marginally weaker than humans which doesn't properly offset their incredibly valuable flying ability, in the mod hawkmen are considerably weaker so Canopus and Iuria are actually really strong for a winged and probably on par with a normal human.

    On a unit with no STR/DEX bias, the weeb sword doesn't outdamage a 2H sword in general case scenario, only when hitting squishies (like mages or archers), which is probably the way it should work. The additional TP hit on katana is useful but in early game the extra chance to hit on swords is probably more valuable, I might take a small snip or two at it it in future but there isn't anything too broken currently.

    • Upvote 1

  9. Berserker isn't really something you can just leave on the frontlines and forget about him, right, he needs support from a healer, a knight or maybe earth buff user to shield him so that part works as intended. He doesn't exactly shine early on but in late game when a lot of damage comes from stat scaling and you raise your skills he can do very high damage and has the tools to throw TP around like dirt. There's only so much I can do with my current access to the game's innards so passive bonuses you suggested would be a no go.

    Dragoon pretty much does as advertised, kills beasts well and does ok otherwise, he shouldn't be able to beat a warrior, swordmaster or berserker straight up but he doesn't lose too badly either, around the level of terror knight and he got a few new tricks. He's stronger than spellblade but can't match him in support role, you can't use 2h crossbows but 1h ranged weapons are much more usable here so it isn't that much of a loss.


  10. They should be affected, but it's more of the way those effects work than spells themselves. To see any benefit from bonuses that affect the stat overhead (like strengthen or elemental averse) you have to pass the stat threshold first and units that can use draconic damage spells tend to have lowish attack stats, augments add to the stat total, but if you didn't pass the threshold you won't see any effect either. There's a damage calc table in the first post if you want to know more in detail.

    Thanks for the report on those two, forgot to set the crafting recipe for dynamo and the Steadfast requirement was Knockback 1, which got removed.


  11. Thanks for the feedback.

    The main idea was to make mages very oppressive and powerful but also very squishy. It's kinda tricky to finetune so it will take a bit, but both of those aspects will be moderated slightly in next patch.

    There's less things to spend points on now so I wasn't planning of any introducing any method to boost skill point gain. There isn't a quick solution either and it couldn't be done with an item, I'd have to tamper with SP gain formula and that isn't something I'm able to do right now. I suppose there's still the sp gain multiplier cwcheat if you're looking to save on some farming time.


  12. Don't worry, this is a feedback thread, not a praise thread so it all helps.

    I already adjusted unit resistance and endgame spell scaling a bit for next patch and I'm planing to raise the RT values of spells in general, as part of the problem is mages being way too fast compared to other ranged units when they stick to low level spells. If they aren't able to nuke to opposition instantly anymore they won't benefit much from extended movement because there will be a high chance they will get bopped if you get too greedy and break the line.

    Berserker does have two abilities that sacrifice his HP, one of them shouldn't be able to kill him because it removes half of current HP and the other does only 5% of max so the chance of boss killing himself with it isn't high. I can just switch the latter to 10% of current HP and remove the other one from bosses when I get to doing that.

    Some of those ranked skills are very strong so going from 30% to 100% is a huge power upgrade, yes, I'll likely switch some to a mid-way fixed percentage like 60% and scale range with rank on some of them instead.


  13. Thanks for the extensive feedback, I'm still working on some of the things you mentioned so they will probably change at some point.

    White knights will get more tricks, likely as soon as next patch and I'm careful in keeping them from stepping on normal knight's toes, vartan currently works as a flying skirmisher but will probably be tweaked as I'm not 100% happy with him either. Monsters are intentionally squishy, if they take more damage they can use their abilities more and their high HP keeps them from getting offed too soon, but I was thinking of making dragons and golems a shade sturdier.

    The point of 1h katana sidegrades is mostly lowering luck so they're less likely to crit when dual wielding, the intended use is sidegrade in first slot so you get the parry bonus and a normal katana in second slot, I might give them a small damage bonus on the account of being reinforced, though. Thrown are the heaviest ranged weapons because you're assumed to carry a stack of them, but also cost the least RT to use of all ranged weapons so it cancels out if you're using them a lot, and their damage is good. I'll be tweaking the items further for sure, it's a recent addition so they're still a bit rough around the edges.

    I could make you the code to switch voltare's sprite color to gold easily, I'll send it on pm some time tomorrow.

    • Upvote 1

  14. 8 hours ago, Rbkcainnech said:

    Loving the mod, does Ozma's Bloody Mary ability only work on monsters?  I can't seem to be able to petrify humans(0% chance).

    It's a gaze ability, so it works only from the front if nothing is blocking the line of sight and the target doesn't have a shield equipped (and is not Hobyrim, he's immune for obvious reasons).


  15. Sure, feedback is always welcome, the mod has been playable for quite a while and most of the major features are there. In a nutshell, what I can do is modify races, classes and availability of skill and spells. I can modify which effect a skill will do but not what that effect does, I can change which formula will a damage ability or a weapon use, but I can't alter those formulas.

    Considering the lord is capable of much more in this version his stats have to suck a bit to even it out, they aren't outright bad, though, just unimpressive. Angel knight is mostly buffed indirectly because having a flying heavy-ish unit that can heal and exorcise became a pretty big deal which is why a limited weapon selection has to stay. Lich has the best caster stats in the game that are on par with astromancer and can teleport, I kinda had to make his other stats a bit worse and keep his abilities toned down. The goal isn't to have advanced classes that can replace the earlier ones like in ogre battle, that's why an Angel Knight can't hit harder or tank better than a warrior, be a better offensive caster than spellblade or a better healer than cleric, it's enough if they have a valuable combination of abilities you can't find elsewhere.

    Yeah, we're used to Donnalto's usual look so he did feel a bit odd to me too but it does click as you use him more so I left it in.


  16. 9 hours ago, Shirokirigoe said:

    Another question, from fooling around in the Palace of the Dead! Did you change anything about spells/abilities that exorcise as a 'bonus' in the base game? Namely, Heavenly Judge I/II and Requiem - I figured that the former may have been part of some balancing overhaul, but Requiem does state that it (sometimes?) exorcises undead - but so far I haven't had any luck with either killing undead with it (their remains still stay) or using it on stilled undead (it misses). Was the Draconic Light magic changed this way as well? 

    The only two skills that can exorcise undead on kill are currently Crystal Pumpkin and Requiem, both have a fixed 50% chance to do it. There will be some improvements to exorcising options in next patch.

    5 hours ago, Rucession said:

    Hi there! I've been trying this mod out for a bit and the sheer number of changes and quality of life improvements is astounding. I've been trying to make the new Spellblade work (since rune fencers were my favourite vanilla class) but they just don't seem to have a unique niche or role that I can utilize in my team. That's when I had an idea for a unique skill that would fit the dual nature of their class and grant them a unique form of combat versatility: TP Infusion. I'm not sure if it's possible to modify an existing skill to do this, but since Spellblades can already convert TP into MP, why not the other way around as well? This would allow them to (indirectly) use MP to power physical finishers, and use TP to power magical spells, giving them a unique play style.

    Songstress already does that with her Superstar skill and it kinda fits, I don't want to take it from her and Relay is pretty unique itself, if you can cover multiple units it can raise your active character count after you've had some losses, no other skill can do that. The selling points of Spellblades are frontline casting and utility, they do the first part well enough and I'm improving a bit on the latter with the next patch.