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Everything posted by praetarius5018

  1. The white/black spells are only used for unlocking yin and yang spells. The Yin-Yang score is specifically for the spells from the !Yin and !Yang sets and does not affect any spells outside of them. The meter goes like this (subject to change): 15 20 30 38 47 55 63 72 81 90 100 110 115 119 122 125 127 129 131 133 135 You start each battle with both at 100. If you use one of the sets, that's score goes one element to the left and the other one to the right per target - so if you use a multitarget !Yin spell against 8 targets you move the score for !Yin 8 to the left and for !Yang 8 to the right. The number you have while calculating the current target's damage modifies the spell power or accuracy. Example: you cast !Yang/Crystal on 5 enemies; the first enemy takes 300 damage (100% of its spellpower), the second 270 (90%), third 243, forth 216, fifth 189. Next turn you cast a single target !Yin/Cyclone, it will then have 125% of its regular power.
  2. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event saving is always enabled most importantly - a New Game Plus mode!
  3. 1. you put the curse on an enemy, when that enemy hits you with a physical/melee attack they get the same damage as well (think Diablo2 thorn aura or iron maiden curse) 2.
  4. Current Version: v1.050, 2019/04/01 Sister thread (probably down forever) 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
  5. zsnes in general has accuracy issues; several instructions are not well implemented, it mostly was build for speed or being able to run at all on the toasters we had around 2000. I often forget that it was all we had wayback then - I feel old now
  6. Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  7. Sage !Meta, modify spells, does not consume turn, kinda like spellblade for magic; unlocked based on number of known spells (white, black, time, summon, blue) -Burst, increases magic hit cap from 130 to 160 and accuracy for magic dmg by +7 -Hammer, spells that target m.def instead target p.def and gain +12.5% power -Blast, enable multitarget, same as passive ability -Needles, semi fixed-damage spell (def=0, M=constant) [imitate Lv25, 45Mag vs 100m.def] -Plague, spelldamage also adds +10 status damage -Flash, ignore reflect -Intense, add one extra field icon, does not stack with heavy status -Nova, reduce MT penalty by 33% (if it is x0.25/-75% -> x0.5/-50%), stacks with/applied after AreaCast in addition the sage has !Yin and !Yang; using spells of one type weakens that category and strengthens the other; differences is tracked in a Yin-Yang score which goes up to +/-10 and shifts per target !Yin, unlock by number of known white magic spells -Cyclone, one, wind damage -Whirl, one, water + HP leak (like Time/Bleed) -Stone, one, stalactite animation, earth -Inferno, one, fire -Vivify, one, cure HP; if score 2+ in favor also clear some status, at +5 it can revive -Morph, one, toggle toad -Syphon, one, bolt type, MP drain (deal HP damage and recover MP) -Ultima, one, void, 60 MP, spell damage based on number of collected white, black, time, summon and blue spells (maxes at 200 power for 99 spells) !Yang, unlock by number of known black magic spells -Crystal, one, ice -Plasma, one, bolt -Scourge, one, poison damage, def pierce -Fade, one, holy -De-Guard, one, def down -Undo, one, x-zone like death -Freeze, one, inflict stop -Paradox, one, turns target's Yin-Yang score upside down (e.g. +5 becomes -5)
  8. Do you have the U version?
  9. This sounds like you used the wrong (un)headered patch - I'm surprised that doesn't outright crash. The headered version of the ROM should have 2561 KB. unheadered 2560 KB.
  10. Does the one in the readme not suffice?
  11. Magus !Taboo, unlock with number of slain enemies, except for Unleash which is unlocked by plot -Blast, one/all, spell but uses element of weapon -VoidBolt, one, void elemental "flare" -Swamp, set terrain to 5/5 poison and give *everyone* "half" HP leak until end of battle (stackable with regular HP leak, doubled against targets weak to poison) -Unleash, summon Gilgamesh, slash all enemies with a sword; 25% chance to do 1 damage (excalipoor), 25% chance to deal 9999 damage, 50% chance for "normal" void-type physical spell damage; also changes battle theme -SickMark, taken damage is increased based on status damage (+33% at 200 status damage) -Sap Mark, given and taken non-fixed damage is reduced by 20% -LifeMark, if killed (or loses LP) while that LifeMark is active, player party gets healed by 1/8 of victim's maxHP -Chain M., attacking the target over and over leads to increasing damage (max at 200 hits); if the target acts, bonus resets to 0 (basically a combo system) only one mark can be active at the same time on a unit Mime !Mimic, all unlocked from the start -Encore, regular mimic, except X-Magic only gets first spell mimiced -Imitate, one, like !Time/Echo copy one recent enemy spell -Image, one, 1x image -Bore, one/all, inflict sleep -Bad Act, all, inflict confuse -Astonish, one, inflict mute -Curtain, one, heal status effects -Assist, one, 100 MP
  12. so not only will there be some new jobs next update, but some old ones will get some love as well, e.g.: Dragoon !Drag-on (replaces !Lance), skills with a 0.3 turn delay; unlock by maxHP -Crescent, hit-all physical -Lancet, HP drain -F.Breath, fire breath attack on all enemies -Cold Air, ice breath attack on all enemies -Storm B., wind breath attack on all enemies -Roar, inflict mute -Barrier, inflict a buff on ally that reduces "variable" damage at cost of MP; max 10 MP, 3% reduction per MP -Sky Born, self-buff, jump damage increase x1.25 Thief !Rogue, skills unlock by successful steals -Steal, obviously -HP or GP, 50% chance to get Gil, 50% for HP drain -Dust, inflict blind -Con Job, inflict confuse -David, more damage if target has more HP than user (90 power, +1 per 64 HP deficit, max 170 power) -Raid, 75 power attack, consumes up to 90 MP, power increases by 2 per MP (max 255) -Buy Off, !GilToss but single target -Bribe, pay money (25% target ally maxHP), target ally becomes aggro target (as if they'd used Stomp or Taunt)
  13. You need to give it a SD3 rom that already has the Sin of Mana hack applied to it and has no header.
  14. guide for what exactly? what do you have problems with?
  15. If you have java installed you should be able to just double click that .jar file and then it should open the program's UI.
  16. some spoilers on the new jobs (copied from discord) Dark Knight semi-tank that gets stronger as his HP drops. !Dark, skillset with increased weapon tech damage by lost HP; skills are unlocked by having X HP lost -BaneWave, hit all, recoil damage -Taunt, all enemies, damage up, both def down; aggro up (like !Stomp) -Darkness, hit all, power depends on number of status effects on target(s) [incl. curse!] -Allout, drop target def(both) to 0, add lost def to target's attack (also both if dual wield) -FoulPlay, does not use turn; 20 MP, reduce user's maxHP by 1/8 (min 100), 37 power attack with chance to poison -Curse, same as from !Black -Oblivion, user loses 5 STR/AGL/VIT/MAG, 150 power single target attack -Enchant, select one enemy (or ally), add spellblade of target's weakness (one of them) to self, does consume turn Vampire undead healer/supporter unlocks his skills by beating specific monster types !Genome -Absorb, (already unlocked), Sylph effect (drain to party), ice one/all -Hunter, all, physical damage, can poison, recoil damage -DarkCure, HP+status heal, still hurts undead -EvilKiss, steal 2 STR/AGL/VIT/MAG, not below half -Entice, charm -Control, !control monster -Possess, exile self to boost target ally (add base stats/2) -Sacrifice, exile target ally to boost self (add base stats/2) !Oath -Skeleton, summon skeleton, earth phys damage, increase "golem" ward slightly -Lamia, summon Lamia, bolt damage + STR down -Z-Dragon, summon Archaesaur with poison breath -DarkMage, summon DarkMage, ice damage + paralyze -Unknown, summon Unknown to spit acid, water damage with HP leak -Flayer, summon MindMage, all, fire def piercing magic -Siren, summon Siren#2, all wind damage + mute -Gil T., summon GilTurtle, void-type quake
  17. This 0/1 flicker is a shroedinger state. The game knows you are dead but has yet to resolve certain actions that involve this character for which they need to be alive. In vanilla it was possible to cheat this death by queuing a spellcast on the dead character and have someone else heal them - self heal was too slow most of the time, the 0/1 would be resolved to 0 before the heal is applied. The death penalty is applied when the game would revive you back to 1 HP on victory or screen transition - though there are some cutscenes/events that trigger this "transition" in the middle of the map because it needs everyone alive to not crash. Deathless weapons use the exact same value as the HP reduction, there is no extra flag.
  18. that's what his AI is supposed to do - but this is SD3, a game that does whatever the hell it wants
  19. Death Spell comes after Black Rain. There's a little bit of randomness how fast AI can go through the script. E.g. it can't advance to the next AI block when the game is too busy.
  20. Can't reproduce this. You sure you bought the correct one? I sometimes have problems that I buy the same item twice if I mash confirm too often; the buy menu has a kind of weird kind of momentum for me at least - hard to get started the transaction you want and then too easy to get a second purchase...
  21. No, Death Spell is just the last spell in his AI loop. A couple of his spell slots are a 50:50 choice between Anti-Magic and Evil Gate.
  22. I interpret that as stuff is working as programmed intended.
  23. That and most of the relevant physical "passives" were innate so that made magic comparatively weaker than intended; especially supporting abilities like !Drink and !Brave were hard to fit into. In vanilla job, !ability and ability description occupied the same space; I've since moved the job texts to a different space and I still managed to run out of space for ability descriptions... Since ROM expansion is a thing, space in the ROM is abundant. But RAM? Yeah that was an adventure, especially for the stuff that also needs to fit into your save files. I've had to sacrifice tracking of individual jobs' ABP progress but compared to the end result that is a minor cost.
  24. No it shouldn't. Shops are recalculated whenever you open them. You have the shop with accessoires for 525 Luc and armors for 678?
  25. If you leave passive slots empty you'll get nothing in them. Also you can't put passives into the active slots anymore; !job ability + 6 passives had too many shenanigans >.> But if you leave an active slot unused those will still be filled with !item, etc. just to prevent smartasses from softlocking themselves too easily. !Genome - like many other abilities at this point - is a set of 8 skills. Those are learned by defeating specific enemy types while you have a vamp in the party (kinda like FF5a necro but less stupid and 2.5 worlds earlier available) It'll have fun stuff like: Absorb - deal ice magic damage and heal your party by the split of the damage Hunter - physical attack with recoil damage DarkCure - heal HP + some status (remember that vampire is undead so would take damage from that) Possess - caster is removed from battle to increase all stats of target ally Sacrifice - target ally is removed from battle to increase caster's stats That set is accompanied by !Oath which has the same unlock method and allows you to summon certain enemies like Skeleton, Zombiedragon or Gil Turtle.