coffee potato

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Everything posted by coffee potato

  1. That I do, it's something I have gone back to time and time again, and was actually introduced to it originally a few years ago when a pretty well known Dark Souls guy suddenly made a series on it. The decision to buy it came dang near instantly. As for the damage mechanics, they may be a tad out there, but it's incredible to see a game actually go out of it's way to show that these armored soldiers and monster units are actually protected by their respective armors. At any rate, looking forward to it!
  2. Gotcha, I can't wait! These last few months have been like a constant Christmas of mod releases of basically the best of everything ever. By the way, do You mind if I do a sort of blind test run series on this? I oten blind test run mods as a hobby, figured it'd be best to ask first. Funnily enough I was looking for an excuse to do a run of this for a while, it's hands down one of my favorites on the PS1. It always seemed funny to me that of all things, VS was what they referenced more than anything in Tactics Ogre, which is what I do tests of most of the time.
  3. I may be missing something obvious, but where is the download link to this mod? Can't wait for the completed version, this game's one awesome masterpiece.
  4. Warlocks are friggin fantastic as light frontliner sword and board units. Just stack evasion on a warlock with your choice of weapon, and let them kinda hang out taking opportunities to use Mindblast to throw units off of stuff. It's hilarious the kind of nonsense You can pull with that move. Sometimes it's good to use it just to make an opening, but personally I prefer a 1kh/shield setup, their counter will occasionally remove a killmove, and they can just generally adapt to a lot of situations, whether You need them for suppressing some units (I have mine with air, so balmy breeze), doing some AoE damage, or if You just want them trying to carve off TP, they're quite good. Ninjas are best for sneak attacks, which may seem like a "yeah, idiot, You don't say" kind of thing, but two daggers or a fist and a dagger work really well if combined with their movement speed. Have someone else distracting their mages or ranged units, or pop deflect on the ninja, and just go to town on their squishies. Best case scenario: Dead. Worse cast, debuffed. It's nifty!
  5. What about Curse on hit? They are cursed weapons, after all. Oooh, or a chance for Stop on hit? ^ Insta-kill Crossbowmancer, You will be missed. RIP in absurdness. (Is there any way to help You look for the Kill Chariot button?)
  6. Well, I know what I'll be doing about it, Nuking boosseeeeeees!
  7. 100% hit chance abilities are causing Cursed weapons to insta-kill every time. I was almost an hour into part 99 when it became clear that a necromancer had taken out several units with his anti tank rifle disguised as a crossbow. He then went and did 800 damage on Candyce and saved a crap ton of time. Best bug ever for PotD.
  8. The Crissaegrim seems to only be hitting once.
  9. Great to know about that one, sounds like a good reason to use that comety overdrive sweetness. These cursed weapons look really friggin cool. Also really liking the new backgrounds, they're quite nifty. These are all named after FFT Zodiacs, right? Thank You for the magic code that makes cool stuff happen!
  10. The wind and ice crossbows seem to have their bonuses switched. Tried to add all cursed weapons, accidentally got all weapons (I did a dumb). Either way, should be good for testing. Can't believe after all of it the Ambicion is somehow on par with the Christmas sword :-0 (but has lasers)
  11. Evacuations work with lobbers on standing targets? That's really cool. Thanks on the codes, I'll check the messages, that makes a lot of sense, didn't think of that one, thanks again! Dreamesper, for the SNES there's Chronicle Valeria and one other one, DE 1.something I think it was. CV is the overhaul in Japanese, the English patch guy tried for a while, but politely begged to be let off the project, it's a surprisingly hefty mod. The other seemed to make the original have a lot of the balancing issues that plagued the remake, like healer knights.
  12. 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.
  13. Hey, it was Holy Draconic 2 that vaporized right? If so it doesn't do that at the moment. Also, yeah, Rudlum is on a whole other level of special in that fight. It took absolutely bulldozing everything to get to that nobel prize winner. The SNES version cannot accept PSP patches, unfortunately. This version's very pretty and has some awesome music though! (I hope this picture isn't posting multiple times, it shows twice on my end for reasons I can't figure out.)
  14. OK, I discovered the problem. I am a moron. Problem solved now! (For some reason I kept seeing ModDB and thinking NGplus. Sorry)
  15. Agh....dang it..OK, I know I'm doing something wrong. Vanilla ISO -> apply PPF -> can't open PPF Modded ISO ->PPF applies -> No game found on disc or disc is corrupted Checked, this is the US version applying the US patch. Advice?
  16. Oh, I was. So apparently the vanilla version that I usually mod from wasn't playing nicely with the PPF file. Not sure why, modded it to the time stopping rock incident, ppf'd that one, and that seemed to fix it. I haven't the foggiest why, but seemed like it would work, and it did.
  17. Not sure if I'm missing something, but UMDgen is saying it can't open the specific ppf file? Did I miss a step along the way?
  18. Baller, thanks for the rapid fix man, what did it out of curiosity?
  19. I'll test to see if evacuations trigger the dialogue, technically there are revivals, but they're what's there in the lore, so that San Bronsa reaction from Denam upon seeing someone revived finally makes sense. So yeah, revival is possible for generics by zombification and charm of remission, seal of rebirth or ensanguined rood.
  20. Urgent problem. Got a game freeze. Tried out Bayin as a crossbowmancer, he fired at a fairy, missed, got a sort of slow counter rock throw, it went up to him, did nothing, and just stalled out there.
  21. Minor thing, Setan Kober and Canine are swapped in their list order. Also, curious, is there a way to allow for mod fight equipment changes as a skill for some sort, like an Arms Master kinda thing? Not saying it could be called a Risk Breaker, but.. Also, nice to have the Notos doing dragon moves again, intentional KoL reference?
  22. I love the idea, I will finally use these guys. It feels like they actually have a lot more function for their rarity on both of the undead classes. Plus necros can actually range farm tp for their stuff now. But yeah, the mortality update is real.
  23. Oh sweet, I had to do that to get Armored Core to stop graphically eating itself on launch, awesome! (Yes Please!) Also, my god man, just did the part on these updates, and this is friggin BEAUTIFUL.
  24. Woo! Also, how would I use such a code? It would be quite nifty not to go through all that again =P Thank You as always computer genius man!
  25. A magic tank does sort of exist in the form of the Angel Knight, they're kind of late game, but that would be when spells hit their apex. Also, yeah, a warrior hitting two things with a double impact with spears is just bruuuuuutal.