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Everything posted by Nowea

  1. Just to nitpick, the next Metroid game after Super Metroid was Metroid Prime. A really good Metroidvania in its own right
  2. For this one, testing with a battle at the start. If Biggs/Wedge use a Magitek command it's writing %5 dried meat into the inventory. If Terra uses anything or if anyone defends/row then it's adding %5 Slim Jims. Some discord chat is saying they're getting items as soon as the battle starts, personal testing hasn't had an item show up until after one of the PCs does something ETA: personal testing on RC12-a, others on base RC12
  3. To add onto this, the lag appears to roughly be "wait until damage/healing text vanishes, then continue". It causes some lagginess for everything, but is most noticeable when dual wielding. Example during DW:
  4. Terra's attack in the flash back doesn't have a name. She also doesn't move at all during the scene. (Fixed in the next RC) The wolves in the Captain battle don't seem to have names. (No fucking clue on this one. Anyone got a screenshot?)
  5. RC4 (due to RC5 hardlocking at airship) As soon as one of the doors changed this happened. Getting a random encounter fixed it. Movement did not seem to be altered, only graphics.
  6. Interacting with airship controls in RC5 (WoR) hardlocks the game. (Synchysi: This is caused by the usME issue mentioned below.)
  7. World of Ruin, Serpent Trench occasionally has encounters that are empty. South Figaro Cave, last room before Figaro Castle, has the same issue for every encounter I had in it. (Will be fixed in RC-6) In addition, something seems to break for XP upon reaching level 20. An encounter with Celes/Sabin granting 525 total XP only took her from 121 xp to level to 108 xp to level. (Added to bug list) Some formations have monsters partway off the screen during pincers. One example: FC 3x Djinn formation (Will need to start a section documenting all weird pincer formations - keep these coming)
  8. Here's a set of .srm files. I'm not sure how exactly Retroarch handles SNES saves as I don't use it for SNES, but for SNES9x, simply drop the .srm file into the saves folder where your emulator should be and rename it to match the ROM's name. These are all complete saves, as in I gathered everything one could at the time and got all the rages etc. In addition, Shadow is alive in the saves. I'd recommend grabbing the one that's furthest along that matches what you've done but doesn't have anything finish you didn't do (alternatively grab the .srm with the first save after getting the airship) Also, I'd say to stop using save states for anything other than emergency saves... But that's just me.
  9. Io is encountered in the Kefka battle area, where the ice dragon wanders around
  10. But that's all we do anyway.
  11. First I'd like to say that this is a nice review, giving honest and opinions that are quite fair. It's also clear that you put thought and formatting into it (even something simply like green/red text). I'm not going to nitpick any opinions or anything here from you, but I'd like to address some statements you've made as far as factual accuracy goes and possibly explain some things. So, here's how nATB works. It only fills if you are in a top level menu and there are no animations being played. So the menu tricking you were doing doesn't actually accomplish anything. To reiterate, being in a submenu pauses everybody's ATB. When a monster's ATB is paused so is yours. The bets not feeling like upgrades anymore is by design. From a personal stance I kinda wish that the trades were completely public knowledge. In addition the player either has to already know what both items do or consult the printme to see what they're actually getting. As far as having to waste time on battles, I recall BTB has mentioned that he's just going to make all of the Colosseum battles much easier ones. To add on to the "very few bets felt like straight upgrades" thing. There's an element of 'pick your poison' here. You either have to make the trades into upgrades, which basically makes it "just mindlessly do them and move on" or you have to make them not upgrades, to where a lot of players don't really see the point (especially when the details of what you'll end up getting and the full trade 'map' isn't visible in-game) Lastly, I feel like you know this one. But I feel it worth stating that the gear swapping was removed because it didn't work properly with how BNW puts the dual wield and two-hand properties on the weapons themselves instead of outside relics. Last I heard @GrayShadows was working on a method to allow people to swap a weapon/shield out, but it would cost a turn. In regards to these, they scale off Magic and Stamina respectively. Chakra/Mantra are(were?) getting buffed a bit. That being said, it's a hard sell for them unless you're building Edgar or Sabin very heavy on Magic/Stamina. Since you did more 'general/well rounded' style of builds I can see how they'd seem weak.
  12. As far as including summon info in game, as far as I remember that was unfortunately removed when the Esper equip bonuses were added. The response is likely going to be something about space (either in the overall banks or for the individual frames... or both). Regarding the difficulty, you mentioned the rats going at you when you only have Terra. Early game enemies will behave more aggressively when the party is higher level. This is so that they still do something noticeable on return trips. A few examples are Wild Rats, Leafers, Repo Man, and Mammoth. All of these monsters have 'extra' attacks that they'll start tossing out after you reach level 7. Advice on handling that would largely be to avoid grinding unless you find you really need it.
  13. The equipping issue comes down to how the game handles the dual-wield and two-hand effects. Because BNW has them on weapons it makes it so that the swaps don't properly swap those effects around. If that part gets fixed then it'd be possible to implement. I believe BTB has talked about allowing it to be done but it taking a turn for the swap to happen
  14. Released v7 of NHT, see link on first post. V7: Standardized HP and MP ELs, now all HP and MP ELs give +20 (if with another stat) or +40 (if just giving HP or MP) Added 4 new items. 3 are rare steals and 1 is a Colosseum trade. Steals were only edited on current humanoid random enemies that had steals previously. Note: This version uses item indexes 16, 60, 66, and 247. In 1.9 and 1.10 these indexes are not used, but other versions are not guaranteed. In addition, for maximum compatibility, these new items don't have descriptions
  15. Download and patch directly onto your BNW ROM. After TENS OF MINUTES of work I'm ready to release my modification to Brave New World. This is deliberately designed to be harder in a "FF3usME stat hack" style. @seibaby helped a bunch. Changelog below: V1: ATB formula changed so that enemy ATB fills twice as quickly. Esper Levels that grant HP now grant half the HP Warp and Warp Whistle made 33.33x more expensive. V2: Lowered ATB multipliers for slow/normal/haste by 5 each due to an overflow error causing hasted enemies to have very few turns Made the timer for status ticks constant, so that they are no longer affected by other status effects like Slow, Haste, Sleep, and Stop V3: Removed the Warp and Warp Whistle price hike V4: Added Warp Whistles to many item shops Added Back Guard to (pre-IMTRF) Narshe relic shop Reduced Back Guard price to 5000 (was 7500) V5: Fixed a text error reported by @thzfunnymzn way back in February where HP EL gains were still displaying old values V6: At the request of @BTB I have edited the config screen to reflect that you are playing Nowea Hard Type. I did this all by myself and there's absolutely no way I screwed something up in the mean time. V7: Standardized HP and MP ELs, now all HP and MP ELs give +20 (if with another stat) or +40 (if just giving HP or MP) Added 4 new items. 3 are rare steals and 1 is a Colosseum trade. Steals were only edited on current humanoid random enemies that had steals previously. Note: This version uses item indexes 16, 60, 66, and 247. In 1.9 and 1.10 these indexes are not used, but other versions are not guaranteed. In addition, for maximum compatibility, these new items don't have descriptions
  16. A ton of treasure has been moved around. Just keep playing and I'm sure you'll stumble across Atma. As to "Bomb Forest", that's now an area to make sure you can still encounter the Phantom Train random encounters for Rage learning purposes (as it's plausible to miss the formations needed).
  17. Hey hey, if anyone's getting something from the Humble Store it should be through my affiliate link More seriously. Squenix does sales on FF stuff very often, to the point where half the time the 'sale' price is the standard. Might be the first time TZA's on one due to newness though. For some more substantial feedback on the mod itself. I can't speak on FF12 much as it wasn't really my jam. But I kinda figured when I saw the post that this was gonna be another time where "Someone we don't recognize drops a poorly thought out difficulty hack then leaves." This looks like it was well thought out and I'd be curious to see how things go once some more tools come up as I imagine AI scripts aren't exactly the best. Kudos
  18. Why did I say Siren...
  19. Level plays a huge difference on a character's performance. Just to compare things other than damage (as Fig mentioned that already). You mentioned that Locke was level 24 and everyone else 15-18. Here's what Locke's HP would look like both before any boosters at 15, 18, and 24 along with his HP if you boost only Kirin ELs (we're going to assume roughly that EL count = level count - 10 along with wearing +25% HP) 15: 336 (607) 18: 438 (847) 24: 696 (1395) Your Locke is probably running around with like... 4x the HP of others by virtue of level/EL investment I don't know how you'd reach this level differential when, just to use your levels given, level 24 requires a total of 43k XP gained (rounded) vs level 18's 18k. Without intentional grinding, this suggests that you probably spent a lot of time with everyone other than Locke dead at the end of battles. This gets Locke all the XP and can snowball things out of control. I checked a few random encounters in each post-Kefka@Narshe area for per character XP gain and here's what I found a typical battle would give (remember that XP is divided evenly among every living character, and I assumed that the expected party size would be alive after the battle). One could take umbrage with me not checking every single encounter in every single area along with overworld bla bla, but I feel this is enough to illustrate my point. Final note: I only checked areas where you can wander and get encounters freely Floating Continent: 445 xp Esper Caves: 250 xp Burning House: 350 xp Note: I don't see how one could fight a significant number of these enemies without it being grinding Sealed Cave: 188 xp Note: Locke isn't required here IMF: 125 xp Zozo: 137 xp Note: Locke isn't required here So Locke would simply have to get a lot of battles where he's the only one standing (or him + 1 other that is fluctuating) and you had used him for every dungeon that you could bring him to. I don't mean for this to sound like an attack at all, but I can't help but feel like you didn't quite grasp how powerful levels were, combined with prioritizing gear on him, combined with stacking HP ELs to give him survivability. For me, your argument almost seems to be "I focused on making Locke powerful over other characters, why is he OP?" For the record, I'm not saying you're a bad player (my average party level when I beat Atma Weapon my first time was around 23-24) or anything, just that the situation you got yourself in is very, very weird. Note: I don't disagree with HP ELs being too strong and think a nerf to 2/3 or 3/4 of current EL HP gains would be good, as HP ELs are practically an easy mode. Now then, regarding Locke in general. Locke has a major, major flaw that isn't being mentioned. His ability to buff/debuff is limited to Kirin and Siren casts, meaning that all he can do is 1-time RegenX or enemy bserk. All Locke can do is play the numbers game. Even if he was top damage (I doubt he is, as his options are available at least to Terra/Celes at this point and there are other ways to decimate FC outside of that) that's all he can do, damage and healing. Haste, Regen, Sap, Slow, Safe, Shell, are all kinda... not things he's capable of doing. Keep this in mind when discussing Locke's balance.
  20. Just to cover these 2. I'm pretty sure that the Interceptor check is only if the standard evade check fails. Later game Shadow has a lot more evade and there are more tools to just not get hit. So seeing less interceptor is likely because of that. Making it take more SP to learn the spells just means people are gonna grind SP 9 times out of 10
  21. I'm guessing he modded Setzer's darts based on something BTB will likely make a post relatively soon on regarding 1.10 development
  22. It's easier to just add it in via a save editor. Just have to go in and check a box.
  23. Longer boss fights aren't necessarily harder. Just to use arbitrary numbers: If a boss takes 25 minutes for the average player to kill, but the player has already seen the full boss script and survived it multiple times within 10 minutes it's very unlikely that the remaining 15 minutes are going to result in a game over. The player would have already figured out the patterns (even if only on an intuitive level) and so it's just going through the motions until the boss falls down. (For multi-phase bosses, just tweak times appropriately and change the concept to being 'per phase) In this situation, changing the fight to take 10-15 minutes is not going to have a significant impact on the difficulty of the fight. You are 'really' over-focused on "fight length = difficulty" Each boss is a puzzle. You have your set of characters/abilities/gear and have to find a way to solve the puzzle within the constraints that you're currently under. Once you've solved the puzzle that is any individual boss it more or less comes down to execution. If your solution isn't a good one it's clearly going to be harder to execute, but still... From a broad standpoint these changes are more or less making it take less time for the confirmation of "You solved the puzzle!" to appear. If you want to have things harder for yourself, why not go for something more substantial than HP sponges? Why not try a LLG or simply being lower levels or using weird character builds or even putting Nowea Hard Type on so enemies will still get all the turns you want them to get even though they die faster?
  24. XP is divided evenly among party members. Just to be sure I double checked and they're giving the correct 4k. I'm not 100% on grinding spots but I'm pretty sure the deserts are the grinding spots now.
  25. Palidor is basically a giant pile of known bugs that have yet to be cracked.