praetarius5018

Modder
  • Content count

    1040
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by praetarius5018

  1. current version: 1.658 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 most importantly - a New Game Plus mode!
  2. Final Fantasy V: Void Divergence - Discussion

    That's just a restriction derived from using the !drink item menu for !x-item. The biggest headaches with !x-item were obviously ethers and elixirs. A big hurrah for infinite action loops!
  3. Final Fantasy V: Void Divergence - Discussion

    Most of the new job data should be somewhere in 31:xxxx I don't really understand what you're trying to achieve.
  4. Final Fantasy V: Void Divergence - Discussion

    The relevant values are somewhere in the ROM but don't ask me where I left them, don't recall. Summoner isn't relevant for ultima, that spell only counts which vanilla-category spells you have collected, not which the char can use. I think it was specifically where stats are derived from equip and everything, otherwise it would overwrite the old flag.
  5. Final Fantasy V: Void Divergence - Discussion

    Known issue, the game tries to load which skill to display for which char/class-combo and since I moved some stuff around and not adjust the credits, it is likely that it reads garbage that does whatever.
  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. Final Fantasy V: Void Divergence - Discussion

    for just adding a field icon but doing nothing else you already have !item, just "use" any weapon and you achieve that already. single job is only intended for "normal" difficulty (3-4 with basic rules). without expert a higher diff is maybe possible if you allow yourself to level grind but expert is unlikely thanks to enemy level rubberbanding. I doubt that the double stat gains for job levels 6+ are even close to enough to compensate for just lacking critical abilities.
  8. Final Fantasy V: Void Divergence - Discussion

    Currently, !scan is free to use, !skill/examine costs some MP and also needs level 6 to use. I wanted to replace the former but never got around to it/never got an idea that would work as a replacement. Hold L or R when entering the job menu, I could never figure out how to add scrolling to that screen.
  9. Final Fantasy V: Void Divergence - Discussion

    That sounds rather likely, yes.
  10. Final Fantasy V: Void Divergence - Discussion

    Did you check the xls files in the zip? The former should be in classes.xls.
  11. Final Fantasy V: Void Divergence - Discussion

    As usual when this comes up, how big is the difference? Magic doesn't get crits but I try to compensate that by adjusting the damage by an theoretical average (crit rate x dmg%). Weapons are affected by their element, physical skills take the equipped weapon's element, do you match them to the target's weakness the same you choose fire/ice/bolt? On aoe skills, magic deals less per target, physical aoes have a fixed multiplier, against how many targets are you comparing? Vanilla steal chance was 40%, 80% with the thief gloves. Here it is. 40 base +(agl-24) if agl > 24 cap at 90 if above, then: +10 if thief job +10 if thief gloves equipped Not sure what else I should've done with Pillage, it was mostly meant for the "unique" things certain bosses carry. If it was only a 50% chance for 2x items that would just be a disgusting reset-fest for those items that are already rare steals... I intend the gold management to be similar to the limitation of job levels. You can't get all class level in one playthrough, in the same vein you should make an informed choice of how to use gold, does your current playthrough need bombs, can you get by without them? Bombs primarily are meant as a crutch to make the 6 bomb boss possible for every single party comb in single job mode, everything beyond that is a bonus. Admittedly, if you can get a lot of bombs early in W1 they are a minor game breaker. Same as bomb, it gives me a baseline of guaranteed abilities every party composition has (especially for single job mode). I know that you always have a heal spell, a magic attack, an accuracy buff, the option to see weaknesses/stats and a way to manipulate MP. That means I have to hold back less when designing bosses. For regular play, the specialized job skills should take center stage. We have 40+ bosses, randoms don't need to be impactful, I just see them as "resources" in this hack, be it gold, items, blue spells, beastmaster ammo, etc. That's why you can just switch them off. Focus is simply on bosses on multiple playthroughs. If random fights were actual show stoppers, most people would probably lose interest before even reaching W3. That reward was meant for NG+ but gg! My proudest memory of VD was when one player was stuck on Shiva difficulty 1 and we sat down with 2 or 3 other players and everyone found a unique way to beat her from that player's savefile. No grinding, just switching around a few items and skills. Do that but don't hold your breath for another mod update from my side anytime soon; life's been busy.
  12. Current Version: v2.060, 2021/05/08 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
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    Whenever that character inflicts "yellow" damage (e.g. crits), they heal a few HP.
  14. Seiken Densetsu 3 Sin of Mana - Discussion

    Unheard for me as well. Maybe try patching a different ROM?
  15. Seiken Densetsu 3 Sin of Mana - Discussion

    No, there are no planned changes for that feature.
  16. Seiken Densetsu 3 Sin of Mana - Discussion

    Items with the down arrow are considered "cursed" and cannot be unequipped because they provide very strong benefits.
  17. Seiken Densetsu 3 Sin of Mana - Discussion

    correct, damage gets x1.25 for every single TP
  18. Party Suggestions 2.0

    Since 2.0 makes most of pre-2.0 party plans invalid or at least incomplete/misleading, lets start over with a new one here. So my suggestion as a start: Lise Vanadise with INT capstone (equip any weapon), take weapon from Evil Shaman (nerf all enemies) skip Power Up and Thunder Saber = 3 buffs & heal light; need to get Mind Up asap or the slot might be blocked since the previous spell is only an upgrade auto-buff armor Charlie Evil Shaman with LUK capstone (team uses less MP), also take the class weapon skip protect up and transshape most importantly learn demon breath asap then anti-magic Kevin Dervish with VIT capstone (draw aggro) skip Anti-Magic (shaman has that) and Half Vanish, so has the 3 missing debuffs, energy ball, analyse and moon saber go for auto-debuff set bonus enjoy your crippled enemy team - all buffs on auto, all debuffs except mind down on auto, 2x all stat downs beyond that. for proper mind down you have shaman with demon breath.
  19. Party Suggestions 2.0

    at its core the damage formula is (atk-def) times all the multipliers. endgame mobs should have about 400-450 atk, you around 300 def depending on vit and armor class. so worst case the -15 is 10% less damage taken (450-300=150 => 435-300=135). pair it with evil shaman's weapon and it becomes a bigger share. but tbh VIT is kind of a main stat on everyone so it got a "lesser" bonus from me; I tried to give the off stats better capstones to make the trade offs more worth it. anti-magic, poison; the stuff you'd usually rarely use in vanilla SD3
  20. Party Suggestions 2.0

    Death roulette is exactly the same as death spell.
  21. Party Suggestions 2.0

    and make me cry immunity = 0 damage resistance = it deals damage like a normal spell instead of 999
  22. Final Fantasy V: Void Divergence - Discussion

    Imagine that a monster would normally do 1000 damage to you and you 2000 to them with a given attack. If you cast Sap Mark on that monster it now does only 800 damage and takes 1600. Same if instead you had cast the mark on your character. If you have it active on both the damage becomes 640 and 1280. Each player has their own yin-yang balance which at the start of the battle is neutral (+0). For each target that a yin spell hits it gives a +1, each target of a yang spell is -1, at most +/-10. Yang/paradox multiplies it by -1. Yin spells get weaker the higher this value is; at +0 they have 100%, at -10 135%, at +10 15%. Opposite for yang. So yes, alternate them. You could also tank your score by doing an aoe yin spell first and then enjoy multiple turns of strengthened single target yang spells. No, it gives the same resistance as if the correct status resist relic was equipped, so it only lowers the stop status build-up. Normally M-Cannon "empties" a field icon per target on use, e.g. 5x fire becomes 4x fire + 1x empty. Or if all 5 are already empty 1 icon instead becomes a broken icon. However if the target is heavy instead of empty the icon becomes immediatly broken, so 5x fire would become 4x fire + 1x broken. Empty icons get just moved along like all other icons and can be refilled eventually. Broken icons are unmovable and stay until the end of battle. Both of those oppose all elements, same way a light icon reduces fire damage. However broken icons additionally hurt the power of your heal spells. Those broken icons can be good or bad depending on how active you manage the icons; e.g. if you rely on summons this is very bad since those get a much stronger effect from matching icons. If you tend to lose control of what goes on with the icons you can produce 2 broken icons and then not worry about bosses producing detrimental field combos.
  23. Final Fantasy V: Void Divergence - Discussion

    To resist poison you can use either poison or fire relics. Sage stone can be unequipped; the penalty only triggers if you have an "illegal" state right now - if you unlock the job proper or just switch job back before you learn anything from it you are good to go.
  24. Party Suggestions 2.0

    Lv99 would vary from 28 to 33 depending on if it is e.g. a Duran/Kevin based enemy (knights, werewolves) or a Hawk based one (nightblades)