raics

Modder
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Posts posted by raics


  1. 53 minutes ago, mario2000 said:

    Barricade makes sense for Fusilier. Trench warfare and all. And it protects them while they can shoot around it with Course Correction.

    I don't really know what Spellblade gets out of it.

    Hell if I do, it's no problem to give it back but it doesn't really fit.

    I could give clerics spellbooks but they have no use for INT bonus and spellblade doesn't seem like one for gimmicky weapons, they play it safe with a fairly classic arsenal. I could give patriarchs access.

    Books don't strike me as a finesse weapon and as many serious staff attackers are str as dex, most notably spellblades, terror and angel knights.


  2. Yes, generics have more specialized templates now, so even though specials have higher stat totals, a right generic for the role will have comparable performance, for instance a generic in mage template will be a better mage than Vyce. RT advantage is also minor, between 2-6, which is more cosmetic than significant.

    I'm getting good feedback about most classes, more of them are useful and it seems people are especially happy with changes to clerics, knights (both terror and normal), swordmasters, warlocks or trapper rogues. I like to think no class is absolutely pointless and with some of the broken ones toned down there's more reason to expand your selection. There are also more combos to take advantage of, like exploding knight's clones with your terror knight, or knocking enemies into traps with warlock's mind blast.


  3. 2 hours ago, Rbkcainnech said:

    Awesome Mod! In the first battle of the Balmamusa Dead quest to recruit Cressida, I "evacuate" Oelias. It does not seem to register her as rescued, and the battle just keeps repeating itself every time I go back to Balmamusa. Is this a glitch or am I doing something wrong? Otherwise, incredible mod and I am enjoying this game a lot more than the vanilla version. Thank You!

    Hmm, that's most likely because she starts the battle knocked out and needs to be revived to trigger her dialogue. I could just give Spellblade a reviving skill as a temporary measure until I get the next patch out, I'll post it in soon.


  4. They'd still do it by accident even if the AI wasn't inclined to do so, I suppose, and I wouldn't give them the instruction to avoid the bags and cards because that would make no sense. All this assuming I knew how to do it in the first place, of course. If I knew how, the best and simplest solution would probably be to remove the interaction with bags so you can't pick them up while the battle is going on and they're just scooped up afterwards. It might also be possible to have enemies drop cards as random loot and it would be easy to transfer the stat boosting effect to actually using the card. On the flip side, that would make it too easy to focus on creating one broken character.

    Sure, it's possible, bosses, leaders and generics are already stronger, your unique characters are weaker, more classes are dangerous and the game isn't as prone to exploits so it's already somewhat harder. I'm not trying to make a difficulty mod, though, but I'd like to have a hardcore version of the mod without chariot and death timers, if possible.


  5. If you want to be able to take a lot of spell damage you kinda need a shield, preferably a large one, some classes are kinda resistant but can't just stand there and take it in most cases, the way a knight or angel knight can. Most pure mages are intentionally squishy as wet toilet paper and aren't terribly evasive (unlike archers) so they're supposed to have a reliably high damage output to offset that, that makes them extremely tempting targets and everything about that is fully intended. In vanilla game they would stop doing damage to you around act3 and wouldn't be able to hit you with anything so you'd leave them for last regardless of how easy to kill they are, that's probably one of the main differences in the mod, there are enemies you really want to kill.


  6. 3 hours ago, Viz said:

    Consider bringing back Resistance and Constitution skill for melee classes like Warrior and Valkyrie to increase their tankiness. 

     

    That 100% won't happen, with the low opportunity cost of skill slot in the mod it would be the same as just giving them a survivability boost straight out, which would be a better way to go about it. Besides, those two classes are tanky enough, a warrior in full heavy gear tanks only slightly worse than a knight.


  7. The exact formula for status duration is still unknown so it's anyone's guess what's going on there but there's an amount of variance involved for sure and it also likely depends on how much RT did the unit start with that turn. Charm is a very powerful status so I'd be fine if inflicting it on a target that's about to move is the only surefire way to get something out of it.

    • Upvote 1

  8. Neither, unfortunately, you can choose the target for added effects on skills so they can affect the user if you targeted something else and vice versa, but not for weapon hits. Permanent status effects on items aren't a thing in general.

    Yeah, it would be cool if I could make them real powerful with some kind of nasty drawback, if that's what you were going for.


  9. Dunno about a guaranteed curse, that's just 15% life they can't heal back and there's no point in reapplying, might lack the oomph and stop is kinda common.

    Maybe guaranteed RT delay or percentage of target HP, those effects are nifty because I can set them to different values, a dagger might cause 10% damage and a 2h hammer 20%. Then again, those are common too, maybe I should just revert it to double hit now that I can set their stats to whatever I want and do something else with Crissaegrim.

    That chariot killing will have to wait until I understand the code better, if anyone here knows mips he can go ahead and give it a shot.

    • Upvote 1

  10. 5 hours ago, coffee potato said:

    The Crissaegrim seems to only be hitting once. 

    Ah, crap, forgot to test that.

    39 minutes ago, AstralMachine said:

    Is there anyway to make necroprentice and dark priest marks more accessible? There is an enormous amount of red tape around those classes for no reason.

    All classmarks (except golem and dragon) can be either bought or crafted in the mod.


  11. Don't mind the weapon descriptions, still haven't done them yet and they aren't important anyway. I'll probably revisit the power and level requirements of endgame weapons for next patch, they mostly follow the vanilla order but it should probably be the difficulty of obtaining them.

    I tested the code again on another save and it adds only cursed weapons.

    Saw you asked about the reason to use Kuiper Belt over Grand Cross, the former also resets RT countdown so it's more powerful if your target is about to act.


  12. 3 hours ago, Valenhil said:

    The Belter 1h fusil still has the 66 rt from when it was 2h.

    Right, missed that, thanks.

    4 hours ago, coffee potato said:

    Also, the cursed weapons are in the same spots, right? 4 hours of on and off attempts on floor 85 yielded nothing, wondering if they moved.

    Can't drop them while you still have the old ones. Just use the code I sent you, you've earned them fair and square.

    6 hours ago, dreamesper said:

    Hey everyone... this mod patch for Tactics Ogre: One Vision... is it for the PSP or SNES? If only for the PSP, can it be applied to the snes version?

    Thanks!

    It can't work on SNES/PSX because they're essentially different games, they rebuilt it from the ground up for PSP. There's already a mod for SNES, though it's in Japanese, I think.

    6 hours ago, Valenhil said:

    In my third attempt, finally manage to get Rudlum before he suicides. Not that he didn't try, though. Only succeeded because after Rudlum decided he really didn't mind getting in range of 4 fucking skeletons to cast poison mist on the 2 on the back, I happened to have my ninja with enough TP to cast Wild Hunt and move in front of him to take the hits.

    Seriously, this has got to go.

    No idea how except somehow giving player control over guests. Just lobbing an evacuate item on him didn't work?

    • Upvote 1

  13. 30 minutes ago, ajuintje said:

    Just checking, but there is no way to revive a downed unit any more right?

    Because in the neutral route chapter 3 there is an optional battle where you start with some downed allies and they have some dialogue if you revive them.

    There is, draconic Sacrifice spell and paladin's Sublime Sacrifice, which you don't have at that point, if this works out I'll probably change those to something else. Their dialogue most likely doesn't trigger anything because you can technically complete the battle without reviving them, it's a loss I'd be willing to accept.

    I've fixed the thrown stone bug so you can pick it up on moddb for the time being, can't do the iso patches right now.

    • Upvote 1

  14. 10 hours ago, Valenhil said:

    Yeah, it's working now.

    What were and are Denam's base stats? Assuming the tarot answers still have the same effect.

    In vanilla it was 33 on every stat + tarot, in 0.87 it was 28 which put his total slightly below other uniques, 30 looks fine.

    I'll have to check those ranged counters, no idea what's causing it, thanks for the report.

    I can't fiddle with the item order easily, unfortunately, it pretty much means transplanting it to another spot in the table and that has problems of its own. Equip change skill doesn't seem like a possibility.

    I'll update the changelog later, sure