praetarius5018

Modder
  • Content count

    13
  • Joined

  • Last visited

Community Reputation

4 Neutral

About praetarius5018

  • Rank
    Recruit
  1. *sigh* I get this idea so often... the answer remains the same, no because: the game is already dieing when spells are used; just go 10h without save/load, just with savestates, the game will hard crash every other spell cast. I once read an article that this also happened on console. this would make it 10 times worse horribly unbalanced: if it works like in SOM1, target being completely frozen and everyone else can still act/attack, well, easy mode would be understatement of the year; also boring.
  2. It'll be a surprise to myself, too. I've currently no idea what to do with any of the missing class weapons. Or rather, no idea that I can code (RAM likes to be a limitation), is useful and not OP at the same time.
  3. So I got the feeling that the increasingly misnamed Final Fantasy series is wholly underrepresented on this site at only 5 out of 13 uploaded mods. Jokes aside, I wanna brainstorm some ideas what could be done with this game. 1) MP/action economy Battle starts with 0 MP, except for certain class bonus (below) and some equipment. ELEMENT1 spells would cost 0 MP, stronger and more specific spells > 0. Magic damage would have to be reworked so that even the lowest spells remain relevant. Guarding would grant 100 MP, next to the usual recovery options like Ethers and Osmose. If MP is at least 100 at the end of a turn, that character skips wait and immediatly gets to act again. If you're seeing parallels to Bravely Default, it was kinda the inspiration. To make that relevant, a form of nATB is required. And yes, that makes the Quick spell useless. Replace it and be happy over some freed RAM. 2) classes We have 4 characters and all have access to the same 22 classes, including Freelancer and Mime. No more! Noone gets to keep the Hobo class, they learned a profession after all Aside from that, I'd block 6 classes per character, so each one has 15 classes to choose from. E.g. Bartz can never be a Chemist while Lenna just doesn't have it in her to go Berserker. Less breakage, more character diversity. Each class gets to teach 7 abilities, some duplicates across classes for the basics, but the heavy stuff like !X-Fight and !X-Magic should stay unique and as a 7th ability. Additionally stupid stuff like White1-6 goes and only teaches White once. You don't have to learn 6 times how to wield a sword either, neither has !Blue that problem. Changing into a class no longer changes stats, instead levelling a class grants permanent stat bonuses, 3 out of HP, MP (starting bonus and max), STR, AGL, MAG, VIT. Duplicates possible. E.g. each level of Monk gives +2x VIT and +1x HP (30 HP before VIT %bonus) ABP required should not be based on which ability you learn next but purely on how many class levels you already have. 3) items Consumables aren't used up, instead you get a cooldown during which you can't use !Item. Higher item stacks increase effect or lower cooldown. E.g. 1x Potion heals 30 HP, 99x Potion 2000 HP. Would probably require to prohibit out of battle healing coupled with a free mini heal after victory. 4) equipment Equipment is changed from Helm, Armor and Relic to 3x Relic. Non-shields would have to get renamed. 5) elements Everything could get one of the eight elements this game has instead of 90% neutral. Weapons could belong to one element per type, i.e. swords would be fire except for special cases. Armors for defensive obviously, each element would give 2 resistances and 2 weaknesses, mix gear badly and you're suddenly weak to 6 elements. The only thing I'd allow to be neutral would be the final boss. Everything else, enemy or otherwise, should have elemental affinity (i.e. weaknesses). Warning: utter drawing incompetence ahead (8x8px per icon times negative talent) to the left how it could look ingame, to the right just all 8 element icons: fire, ice, lightning, water, wind, earth, poison, holy
  4. I got FE:fates working on it, if that helps.
  5. v0.900, Lise/Hawk story complete changed AI and stats of Jagan changed AI and stats of Bigieu changed AI and stats of Archdemon Magus' final weapon "Dragon Rod" now allows multi-targetted damage spells to deal damage as if they were single-targetted Vanadise's final weapon "True Spear" now fakes the element of non-elemental spells according to the active saber element for resistance, weakness and immunity purposes but not absorb, reflect or hp/mp heal Starlancer's final weapon "Stargazer" now grants quick casting speed and a small increase to spell damage minor adjustment to defense calculation increased bonus from "magic up" weapons by 50% doubled heal bonus from Wendel armors fixed one instance of Gorva casting "Evil Gate" but announcing "Dark Force" fixed some weirdness with moon elemental spells, they no longer apply the damage to the wrong party (caster and target was switched since vanilla) fixed missing damage cap for regular attacks after day of week bonus fixed enemy HP getting capped at 999 after maxHP buffs moved 999 heal cap from before "pressure" penalty to afterwards, allowing honey to profit from stronger heal items if under the effect of this state well, complete minus two of Hawk's weapons, those are still to-do...
  6. I'd say go with normal. Easy is roughly where vanilla would sit, imo, and that is where I'd send a real beginner. Well, vanilla minus some crap with the vanilla Lv3 tech formula that had a chance to give you a gameover when two random endgame enemies decide to give their FST; you know the 500+ damage to the whole team, just because, even against maxed defense. In this hack, you should be able to survive two of those FSTs even on hard, at least if you've given defense some thought. On normal I already expect you to make use of buffs and/or debuffs. On hard they are the bare minimum later. If you find yourself needing to use a buff even for random fights come Lv50+, that is par for the course. Of course this isn't a free win. Dolan will probably win at least once even on the easiest setting. And to avoid the average "expert traps": black market no longer replaces party building, too expensive for 24/7 Lv1 techs aren't strictly safer to use, neither are Lv2/3 techs always superior, you may want to change those for some situations. the one or other boss "randomly" hitting for 999 is not a bug (de)buffs are not only for bosses Have fun.
  7. I ment in the same question field like with a html tag that has via css display set to none. That way a bot wouldn't know it has the wrong question because there is only one, but filled with humanly-not-visible garbage. It would still need rotating questions, else they'd just learn "on page ngplus.net ignore what the text field says and put answer xyz". Was just a silly idea.
  8. Maybe just a very simple question, but can you add hidden words to a question? E.g. the user sees "What is this website called?" but a bot that scans the code would see something like "What is (the favorite beer of) this website('s owner) called?" or some literally random trash string that gets generated new each time the site gets called
  9. Current Version: v0.880, 2017/04/29 Download Sister thread Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud" Roadmap until v1.0 Potential ideas towards v2.0
  10. Version 0.900

    14 downloads

    Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"