wazzur1

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About wazzur1

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  1. Feedback and Suggestions

    So I finished my first play through of law path. I'm not too sure if im going for all the post game and other paths. Maybe sometime down the line. I just wanted to leave my feedback here. I mentioned earlier that I quit the game on my first play long time ago. I think I stopped playing on chaos or neutral chapter 4. Anyways, if i recall correctly, the biggest reason that I lost interest in the game was the ridiculous crafting system. I was sitting there pressing buttons for hours and thought to my self whats the point of this crap? Why would they make it like this? Why is there a fail chance when no one would keep the save if the big craft fails? Why cant i craft multiple things at once? Why do i have to wait for the stupid pot to shake every single time? I just dropped the game out of frustration at that point. Thank god for the crafting changes in this mod. This is the type of mod that I love the most. Just balance changes, taking out unnecessary time wasting stuff, streamlining, no insanely scaled stats for increased "difficulty." Out of the design decisions you made in your patch, the best part for me was the fact that there is no stats scaling from leveling jobs. I think that was the other big reason that I quit playing the game originally. Even if I am not trying to absolutely min max, it was always bearing on me that I am potentially missing out of stat growth by simply playing the game how I want to. The equipment/skills changes were great balance wise. Taking out the stat skills were a great decision, but it left some classes with not many relevant skilsl to use (archers for example). I dont know about other people, but I almost never use the status proof skills and racials (except on like dragoon/beast tamer). They just seemed too situational and it would be too annoying to modify your skills based on each encounter or something. Granted, my max level was 24 at the end of the game so I didnt explore everything. I think adding one unique passive skill for each class might make things interesting. For example, Dragoon might get dragon blood that gives innate regen. Then again, its kind of hard to come up with interesting passives that can be generally useful and not just a stat boost heh. Anyways, on the topic of decreasing tedium, the final thing i wanna suggest is disabling enemy's ability to pick up loot bags, or just simply giving you the loot when you kill the enemy if they didnt drop a tarot card. Also, it would be nice if bosses/enemies that can drop unique items always does so and never drops tarot cards. Lets face it, we all just chariot until we get the drop, so why waste time right? Well thats it for me. Thanks for the great mod!
  2. Feedback and Suggestions

    yea, the scroll names are flavorful, but you cant ever remember what they do. Its not a huge deal though since you dont interact with scrolls that much. Your idea of letting later uniques start with more skills learned is a nice one. New characters that join you and enemies currently have alot of "nothing" skills which i assume were the stats skills that got taken out. That should probably be cleaned up at some point too. By the way, is there a way to change the skill order that enemies have? It would be cool to add a few enemies that have augment elementals and some hard to level skills in the top 4 slots in various story fights.
  3. Feedback and Suggestions

    Glad to see you are back. i guess i didnt clarify that skill points part. What you describe is what i meant. Characters that join you in later chapters really should start with like 1~2k skill points. And If you can make it happen, I dont think anyone would object to starting new jobs at your ave level in the framework of this patch. About charm... i think it should at least have a minimum duration so it doesnt do stuff like lasting 0 turns. That kind of makes it useless when you can just petrify instead. I have a question regarding skills. Which skills cant be learned by other classes but can be used. I know meditate for sone mages and last rites can be used by princess. Any others? Mainly, I am wondering if conserveRT is wizard exclusive and if theres higher level sibyl active skills that can be used by princess. By the way, I know this is still a work in progress, but its very hard to follow the readme. The relevant info is scattered all over the place and its hard to be sure if the info is current when you find it with ctrl + F. You must have your hands full, but perhaps in the future you could make a excel sheet or something that keeps the up to date info on classes/skills/magic etc. Im really enjoying the mod. I never finished the original but played it til chapter 4. The skills and equipment is much more varied and enjoyable with the mod.
  4. Feedback and Suggestions

    Have you considered making new classes you unlock start at your average level with appropriate unspent skill points? Its very annoying having to grind/scavenge just to let new characters cought up to your party. In the original game, that would be bad since you lose out on stat boosts from lvling, but in this mod it wouldnt be a problem right? edit: and whats the deal with charm duration? I noticed it never even lasted long enough for them to take one action for your team with wortdart blowgun. I figured the spell might be different but I just had a fight where i used the spell on the monster that acts right after and he broke out immediately.
  5. Feedback and Suggestions

    Is there any place i can find the equipment list for this mod?
  6. Just beat the game. Near the end, my Hawk was being so broken with his shurikens. With maxed out Agi and spirit + faster cast helmet and increased spell lvl armor, he was dishing out like 3 shots that do 500 dmg each in the time it takes for duran to swing once. With walnut spamming, i would throw 6~9 before the boss can even make one move. I had another char that was wearing the hate reducing armor which probably worked into how that was possible. I have to say, this romhack was really good. The boss battles were very unique and varied. I really support your decision not to spoil all the boss mechanics in the text file. Equipment options were great and I could think of lots of different combinations that would be fun to try if i ever decide to play again. The only thing id like to point out is that equipment prices scale way too much compared to gold drops. It seemed like high lvl monsters dont even drop more gold and it just all comes in bulks from bosses. Seemed a bit weird that they cost so much since all equips were basically side grades. The side effect of this was that you have so much gold near the end from god beasts and selling the unneeded seed equipments that you could buy any number of expensive consumables. Thats a stark contrast to the mid game where you had to grind gold just to buy a few pieces and couldnt waste too many consumables. Oh and the default difficulty should probably be set to normal. Its still quite a bit harder than vanilla sd3 while not being so frustrating, especially in the early game. I didnt realize back then how comically bad the story in this game was lol. Your party including the fairy are utter morons. [spoilers**] Oh lets open the gate to the holy land. Oops, it was a trap. Lets take the sword which supposedly makes you a god. Oops, it was a trap! Lets not use the power of the sword to do anything and give it to the bad guys. Lets kill the god beasts. Oops it was a trap. I mean its probably hard to make a coherent story with 6 possible main chars but they didnt even try lol. The "emotional" scenes fall flat due to their abrupt nature and how little you care about any of these characters. Like when the pink girl serving the dark prince suddenly reveals her motivation before dying (cue sad music), all im thinking is 'why should i care about you or some villain thats mentioned about 2 times throughout the game?' Umm.. i dont know why Im ranting about the story here though. The game has always been purely about cool class changing and combat which the hack makes way better! Thanks for the nice work.
  7. Is it an aura effect that just passively does its thing? Or do you need to hit stuff to proc the effect at the right time. Does it stack if you have more than one such effect in your party?
  8. How does chance to deny counter attack work? Does it mean when you use a spell or something that they would normally counter, it has a chance that it wont? Or does it just decrease their hate meter when u normal attack it?
  9. omg... I finally got a healing spell on the 2nd class change and its like a different game due to full heals after battle. I should have just gone light on duran to save myself so much headache up to this point.
  10. Is there a list of spells affected by whitelight ring? Trying to decide on 2nd class changes and this info might affect my decision. Basic sabers and stat magic seems to be affected by it but not the elemental jutsus. Also, what does it mean by the curse mod on spells. "Additional weapon damage is always shared with 100%"?
  11. oh boy, how could i miss such a basic thing.. its just been too long since i played the game haha. As far as the patch is concerned ill try to lower the difficulty setting to see if i can get more enjoyment out of it. Challenge is one thing, but being forced to heal after you take any damage or risk getting wiped wasnt my idea of fun. The annoyance with item juggling and not displaying item properties in game cant be blamed on the hack. He did what he could with the limitations of the game. You can only add so much complexity to such a stupid equipment system lol.
  12. I stopped getting new spells for some reason. My duran has 11 int on gladiator but only learned the first 2 sabers. Same for lise. Hawk got 17 agi but only learned the first 3 spells. According to the text file, they should all have gotten all their spells by now. I even leveled up a few more times after that but still no spells. Im kind of frustrated with the hack in general though. Its basically just a matter of grinding gold to stockpile on healing items and just spamming heals all day on bosses. The equipment balance part is a nice idea but you pretty much have to go back to the excel file everytime you change equip or buy gear.
  13. I just started a game but am unsure if i patched it correctly. For one, B button doesnt respond right away for running. It lags about 1 second before they run. Also, the Y button doesnt bring up the menu unless i press a directional button + Y. Its been a long time since i played the original game, but i vaguely remember that running in combat took some time to respond, possibly for combat balance. Did the combat mechanics modification from this patch make it so running is delayed out of combat? Just wanna make sure things are running correctly. EDIT: Sorry nvm lol. I just read the changes_overview and the first couple lines answers all these questions