raics

Modder
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Posts posted by raics


  1. I probably won't bring back straight resurrections, warlock's Sacrifice got a small buff in my current working version but it will still knock the user down. There will be an option for handling multiple status effects in next patch without being a cleric or familiar available to some classes.

    I'm fairly happy with the way spellblades perform, they're tanky enough, can deal decent but unimpressive damage with both attacks and spells and have a good utility value. They will get a few indirect utility buffs and I might give them access to more buff spells, though it will skew their spell selection towards certain elements but that isn't necessarily a bad thing as some other classes do it too.


  2. 36 minutes ago, Lyrinix said:

    Can't seem to apply the ppf file for 89a. Keep getting a "Unable to open specified PPF file" error. Am I alone in this? =/

    That one usually appears if the target iso isn't the right size, the readme lists which iso size is the correct one for each patch and what to try if it doesn't match. Alternatively (and preferably) you can just use the version from moddb, it's a more reliable patching method I can't host here because of terms of use.


  3. are we supposed to be able to load our game with the 89 patch?, or do we need to make a new game file? my game just crashes whenever any baldur items shows on my screen. lm playing on psp btw

    It's a PSP thing, it has low tolerance for addressing acrobatics, it will take me a few days to make it compatible.

    • Upvote 1

  4. Thanks for the detailed feedback, those are always worth reading and discussing at length

    You're right about those ranked skills generally getting a bit too powerful at high levels, it was meant to be a reward for grinding it out but it might be better off replaced with a fixed percentage or based on stats. I can't change it to 5% per rank, though, and if it started with 10% and went up to 80 it would be too much of a crapshot at low levels. I'll tinker with it a bit on next active skill pass.

    Yeah, ninjas are very good and very squishy, if I do anything to them it will more likely be making them even squishier rather than reducing their power or versatility, they kinda need their movement to get through and harass the back lines properly, which is their primary role. A rogue is a somewhat beefier unit with a ton of utility, I don't think it needs more movement to be good and giving it to a class that can be a decent ranged fighter generally isn't a good idea. Sneak attacks and traps are also extremely powerful so using them shouldn't be too easy.

    The difference between a valkyrie and a dragoon is in their roles, the former is a tanky hybrid with access to some support abilities, all consumables and higher level spells while being able to do good damage with them or even go full tanky caster with a staff and the right item setup. A dragoon is a much stronger attacker and your resident monster hunter, his spells are there mostly as a homage to his previous incarnations and are probably worth bothering only if you're running him 2H and want to plink something close to kicking the bucket, a 1H dragoon will get better damage out of a light crossbow, thrown weapon or a pistol and charge his TP at the same time.

    Ranged weapon finishers are exclusively accuracy-based because a caster would likely get instakilled by a fully charged finisher even by something like a blowgun and they would go through armor like nothing, which is something most ranged weapons shouldn't be able to do. I'll probably tamper a bit with their range and damage bonus a bit to make them somewhat more varied, though.


  5. He can equip anything, so it works like this, if the weapon for that battle isn't specified he will be autoequipped under 'maximize attack/defense/spells' or whatever template he's set to, and that's kinda wonky because he will pick the weapon that gives him the highest ATK stat, which are usually those he has the skills for but not necessarily so. He should be having 1h sword skill in that battle, which is a vanilla game error I'll eventually get around to fixing.


  6. 15 hours ago, bob21897 said:

    Is it possible to make Cudgel mastery increases your magic stats?

    Not really, but it's pretty much the same as giving cudgels a higher int bonus, it gives spells damage and accuracy, same as weapon mastery adds damage and accuracy worth a few points in str/dex and agi.

    1 hour ago, Lyrinix said:

    Noticed that War Hammer seems to be dealing piercing damage. I made some edits to my ISO though, so I'm not sure if it comes from a mistake of mine xD

    It does piercing damage in vanilla and I haven't changed it, in my current working version it's crushing but it doesn't make a huge difference, crushing is slightly better versus heavy armor and piercing versus cloth.


  7. 2 hours ago, jullian29 said:

    are the equipment sets still the same with the vanilla?

    Yup, changing them is too much work and there's no reason to.

    1 hour ago, bob21897 said:

    Well, I managed to get to it work on my PSP after following your suggestion.

    I have only played a tiny bit.

    My only criticism right now is that the sprite changes are a bit distracting and even more so that they don't carry over to the story cutscenes.

    Sure, I'll get to changing them in the cutscenes eventually.

    • Upvote 1

  8. 9 minutes ago, DeNarr said:

     

    I didn't realize that cheatengine could be used that way. I'd only really used it before for changeable values (search a number, change value, search again, etc.). Would you be willing to send me (or post) some of the tables you've used?

    I was using tables when testing damage scaling but not for much else, there's way too much data for cheat tables. I've got some starting addresses marked down instead and then just access the ram section I need directly


  9. 5 hours ago, DeNarr said:

    After working on this all day, I have to ask. How did you figure out where all the data is located? I feel like I'm blindly guessing with a hex editor, and needing to run UMDGen between each test. I have to imagine you had a better / more efficient way when making an entire mod. Even after finding Edea's post that shows the starting location of many of the categories, it still seems to be blind guessing from that point.

    Some things were found by deduction and tables aren't hard to spot if you know the rough location. Patching the iso to check it every time would be way too slow so I'm usually testing stuff in real time with a ram editor like artmoney or cheatengine.


  10. 7 hours ago, bob21897 said:

    I can't seem to get the mod to work on my PSP.

    I'm using the 1.5 US ISO Patch and I am using UMDGen to apply the PPF, but it keeps giving me an error whenever I try to boot up the game.

    Yeah, modding the iso for psp can be problematic, it probably runs fine on an emulator. Try the patching method from moddb version of the mod on a fresh iso, that should work.

    7 hours ago, Valenhil said:

    War dances are still really bad, though.

    Dunno, the slow and charm ones are decent, heal is always good to have and the one that doubles your TP can be useful, I'll probably tweak the other ones a bit at some point.


  11. Yeah, when you get hit by a normal attack you gain some TP so it generally isn't a good idea to hit beasts with them.

    Sure, it's possible and not terribly hard, you just change one byte from 3 to 2 and set the amount if needed. However, you'd also need to give ninjas base MP value and growth, as well as enable them to have MP in the first place.


  12. 28 minutes ago, DeNarr said:

    Is it possible to change Art of War to use MP instead of TP? It just feels like TP is supposed to be for extra skills and finishers, not for "magic". As is, I'll never drop half the cost of a finisher just for a spell that does less than a normal attack would deal.

    Damage ninjutsu is situational, nifty when you can't reach with an attack, don't want to stick your squishy nose too far in front or for targets with very low magic defense but powerful TP abilities (like beasts, you definitely don't want to feed them TP). Using normal attacks should be preferable when both are an option.


  13. Don't worry, I know that the cards still work so it was no bother. Seems there's a fair bit of interest in the hardcore version and doing it will probably be possible but it won't be before 1.0, you can always self-enforce it and maintaining two versions is a bit of a bother so I can't do it until the process slows down a bit... more.


  14. 1 hour ago, Valenhil said:

    Wait, wait. If you use an Instill, the element is applied to the weapon? So even if you're not using a weapon of that element, you can use an instill to make full use of the augment skill?

    Not really, it's applied to the character but kicks in only if you make a weapon attack. It won't give your weapon elemental property or change it to a different one, it just attaches bonus damage which has an elemental property.

    Some things about attunements are a bit weird. For instance, if you equip a fire weapon and use instill air you can level fire and air augments by the same attack, but using an air weapon instead won't level augment air twice.


  15. 56 minutes ago, Viz said:

    Talk about 2H weapon, I noticed Berserker can't use 2H Sword anymore.. the consolidated changelist should be corrected and updated.

    Thanks, I missed that one.

    8 hours ago, SleepingBearZ said:

    Despite that though it still seems they can't compare to double attack. Especially the fact that DA is free to use every turn.  I might try and do this run without it since IMO it is really broken. Also this is more of a personal preference rather then for balance but why do Knights no longer have any 2H weapons?

    It ultimately should be better, it costs a skill slot and 2H is free. It isn't as simple as having 1H weapons do half the damage of 2H because using a 1h weapon with a shield will be too weak and if I jack up 2H weapons too much Warrior will get a bit too good with his Double strike.

    Most straight tank classes like Knight and Hoplite don't have access to 2H weapons, yeah, shields provide a ton of defense and are a part of what defines their class. There will be something in next patch that expands their options a bit.


  16. 2H weapons do a good job of punching through armor, which is their primary role, they're generally lighter and faster than two 1h weapons, do more damage with finishers and their stat bonus or status chance are higher, they have their perks and I can always tweak the numbers some more if needed.

    Yeah, the main role of blowguns are status effects, they have a strong selection and high proc chance, damage is mostly incidental so if that's what you're after thrown weapons will obviously be better.

    • Upvote 1

  17. When monsters gain elemental attunement via their resonance skills it wouldn't do anything in vanilla because it requires a weapon to provide bonus damage, those assault tokens just act as a weapon.

    Beasts seem fine to me, their role is to take a lot of damage and then spam their special moves as they aren't burning all of their TP away anymore. At low levels they have high starting stats and at high levels they start outscaling equipment, which keeps them viable.