Lyrinix

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Posts posted by Lyrinix


  1. I know it's been said many times, but I think it bears repeating - really great work, Raics! Imo your mod is really underappreciated - sadly an old game like this probably has quite a niche following, many of whom probably may not bother coming back with a working PSP / emulator to try it again, much less go to the hassle of (1) looking for, (2) finding and (3) trying out your mod. For those of us lucky enough to chance upon this like myself, though, I must say it's really been a blast - I do believe I've clocked well over 100 hrs of playtime with your mod, which in the context of working as a responsible, professional adult is a LOT of time to give up. 

    Thanks again! 


  2. Raics - I did as you mentioned, and it works. I made a mistake at first that resulted in it not working. Thanks again!

    I get what you mean about having the entire team composed of unique classes being possibly too much better than generics - on the other hand, attempting to use unique classes for ALL members of a roster also places some restrictions on the player - for instance, it necessitates the player carefully thinking through how each unique class will have to be built to play with other unique classes (e.g. Knight Commander with 2 White Knights?), as opposed to simply using flexible generics to fill whatever role is needed.


  3. Hey Raics!

    Thank you so much once again for the mod. I finally finished a full play through with your mod (restarted a campaign at the last boss after i couldn’t resist a particularly juicy update that also broke my save), and I wanted to share my thoughts on the gameplay.

    I love the new crafting and stat gain system. It really keeps the game interesting and somewhat more challenging than the original. I also love how you attempted to remove most of the otherwise tedious grind necessary to try out your cool new equipments!

    I do have some doubts though regarding class balance - i get that we wanted to make generics more on par with specials and uniques. On the other hand, I do feel that the effort spent toward obtaining and leveling a unique should carry commensurate rewards - for example, Deneb’s Wicce class is still quite a pain to obtain, and it can only go towards filling out *one* character in your party roster, whereas obtaining and leveling a wizard can be used to occupy all 12 slots of one’s roster if one so chooses. Balance-wise, i think the effort that goes into obtaining and leveling a unique class that can only be used by one character should necessitate that that class be stronger than generics. 

    I do feel that requiring the defeat of all enemies would be a welcome enhancement of the gameplay. I know this may be hard to code, and I’m just putting this out there to let you know that it’s a feature that some of us would really love.

    Finally, is there any way you might enable decent exp gain for POTD? I feel this would lessen the grind post-game by increasing the rewards the player obtains in exchange for the time invested.

    As an aside - I am keen on adding the Blinkwalk skill you gave Vyce to the Lord class. Do you have time to share with me how this might be done via the hex editor?

    Thanks again for your great work!


  4. Thank you very much! I'm having trouble finding it at the address, though, and searching for the hex values you mentioned doesn't seem to turn up anything. I suspect it has to do with how my installation indicated a size mismatch for my ISO and necessitated I rebuild my ISO before patching =/. Any ideas for how I might fix this? 


  5. Hi Raics,


    Again, not sure if intended (or I fucked things up), but my battle with Lanselot in Law route Chapter 4 (the one where you fight him for the first time) has him equipped with a War Hammer - despite having 2H Swords as a skill (and no Hammer, which makes him hilariously inept at wielding it), and all his finishing moves linked to Swords. Makes for a pretty underwhelming experience, to say the least xD


  6. In fact, now that I think on it further, it would also discourage lopsided party builds like “Team Ninjas”, “Team Archers” or “Team Mages”. Players would also be forced to more proactively interact with mechanics like incapacitation, permadeath, weapon trajectory (friendly fire and bad firing angles), burst damage (e.g. TP 200 finishers one-shotting squishies) and status effects, rather than charioting their way out of such instances. It’d make katanas, item use etc all the more important.

    In case anyone gets a piss poor impression of the way I currently play the game, I’m sorta self-enforcing a lack of a chariot system on myself, and playing defensively (2 player healers + guest healer atm, with 2 tanks - I generally focus on healing any and every time a character loses >50hp. I ADMIT TO CHARIOTING AWAY SEEMINGLY UNPREVENTABLE GUEST SQUISHIE DEATHS THOUGH). 


  7. It’s good to hear that I didn’t inconvenience you overmuch. 

    Yeah, I can imagine the difficulty of maintaining two versions of your patch. It makes sense to wait until you’ve made most of the changes you desire to the main patch before attempting to produce and update an optional version.

    In my opinion, a hardcore version would really change things up in the way players interact with the game. I mean, idk about everyone else, but I don’t really have the self-control necessary to refrain from charioting my way out of trouble - and with the changes you made in your mod, like squishie mages being somewhat glass cannons, it’s easy and tempting to “exploit” the system by focusing on offense with little regard for defense. After all, if your glass cannon shatters, you can always chariot him back to life and see what other ways you can save-scum your party through without losing a member or guest, or being wiped.

    Losing the chariot system would *force* the player to deal with losses/wipes, and hence encourage him to play a lot more defensively. In my opinion it would also make some of the classes others have complained about as being “mediocre” or “pointless” for not having comparable damage outputs more attractive, especially the hybrid DD/Tanks like Knights or Warriors which lack the damage output of 2H ninjas.


  8. Just read through the entirety of this thread because I couldn’t wait for actual patches to come out before knowing what you have planned.

    I love the idea of entirely removing the chariot / revive system. Yeah it’d make the game a lot harder to play - but at the same time I’d feel my decisions are a lot more impactful. Kinda like Ironman runs on XCOM.

    Given the lack of a confirmation pop-up before actions are taken though, I foresee a lot of rage at costly erroneous button presses. xD