Darius87

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About Darius87

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  1. Feedback and Suggestions

    Hi. Which weapon is or are the gunblade? I have read about it in the readme but I can´t find it in the equipment document or ingame (by using a cheat to unlock all equipment for testing). I was planning to give it to the commando, but I can´t find info about it. Thanks Edit. Forget it, I have found it. Is the longhorn and Hyperion.
  2. Feedback and Suggestions

    Ah, so that´s what it was. I have tried it in battle and it adds the mp as damage x 2. Alright, thanks for the quick response. Edit. Forget it, I have found it. Is the Longhorn.
  3. Feedback and Suggestions

    Hi. I have a question about Hobyrim´s Blade Knight class. Why is that class so good at generating mp (alchaka, clarity) if he can´t cast any magic that use mp? He can use some wardances and ninjutsu but all of them use tp so what´s the point on generating mp? The only thing I can think of is to allow dark mages to absorb mp from him but that can´t be all right? Thanks
  4. Feedback and Suggestions

    I see, so I guess you won´t even consider to change it in your mod ,right?
  5. Feedback and Suggestions

    There is something that I always wondered, can the evasion cap be lowered? Characters that focus on evasion have a hard time surviving because the 40% side and 55% back caps are too high, expecially if you consider that there is 100 % hit attacks already like Mighty strike, Tremendous shot and a lot of finishing strikes. There is ways to deal with evasive characters already. Can the caps be removed or at least reduced to something like 10% front, 20% side, 30% back? That would make evasive builds more appealing.
  6. Feedback and Suggestions

    I see. Thank you for the quick response, I´ll look at it.
  7. Feedback and Suggestions

    Hi. I played your mod when it was version 0.92 and I have been keeping track of your updates. I decided to try the version 095.a. but when I load my old save (0.92) a few unique characters have lost their unique sprites and returned to the vanilla ones like Folcurt or Felicia and some are differents like Sara which now is a roque. I tried modding both the 0.92a rom and a clean rom and in both I have the same problem. Did you change the sprites in a udpate and I was unaware of that?.
  8. Feedback and Suggestions

    Leaving anatomy aside, the rest of the -ology skill give you more options, they are optional. By removing them we are losing options. If you want to speciallize a unit to fight specific races you use them. If not, you don't have to.
  9. Feedback and Suggestions

    Maybe you can eliminate only anatomy because 90% of enemies are humans but leave the rest of the -ology skills and balance the game from there. Although I still prefer to leave it as it is.
  10. Feedback and Suggestions

    I think you shouldn't take out the -ology skills. This game is all about to specialize units and those skills are part of that. I have a hammer user specialized in golems and lizards, a dragoon for dragons and beasts, a light magic user for umbras, an archer for fairies and so on... If you take them out we will lose a part of the customization.
  11. Feedback and Suggestions

    Hi, I`ve been playing your mod for a while and I must say that I love most of the changes that you did, how you made most classes unique, so great job on that. Although there is some things that I think ruined the game a bit, like the access of all units to most consumables that heal status ailment since version 0.89. I love to add these spells in my strategies but right now they are nearly useless. They are difficult to aply unless you are a magician which is not really a problem. The problem is that every enemy can and will use an item and heal them in the next move so why bother. I have seen how after I risked a turn with a 40% chance of triggering charm it worked only to see how the charmed enemy heal himself the charm with an item. Or how difficult is to silence a magician or healer because they are in the backrow and have high resistence (as it should be) and once you manage to do it the next enemy will heal them with an item. So again why bother to use them to begin with. I think those item should be behind the field alchemy so enemies don´t abuse them, it makes healing magic way less useful as everyone can heal them and the status ailment magic become very situational that are mostly useful again monster unless they have human allies to heal them with items. I think you are doing great with these mod but these need more testing