praetarius5018

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Everything posted by praetarius5018

  1. Breath of Fire 2 - Defiance of Fate

    demo v2 added timed hits; this has no visual effect besides making damage numbers yellow or red (perfect timing) instead of white turn order is modified by the action used, e.g. item goes a bit sooner, spells vary depending on the exact spell used added 25 new skills/spells, made rest usable in battle as a small heal changed which spells are learned on level up, some are variable by equipped weapon type similar to how stat growth changes changed a few weapon shops finally a half-decent reason for the one by one handling of attacks against your party..
  2. Character/Job Party Recommendations

    Yes but that is not a specific effect of anti-magic; that reflection works with the last spell that was cast on the boss - technically that is a vanilla bug I abused here, regular attacks are not supposed to be reflected but I enabled that, reflected "damage" is handled based on the last spell used on the original target; for spells that works fine since the reflected spell is obviously the last used spell, for regular attacks this is naturally not the case since there is not spell involved. That whole process also works for you if you e.g. use thorn armor or the curse effect. If you dare you can combine thorn armor, a petrify immunity ring and a stone cloud cast on your party to have most enemies commit suicide by "reflected" petrification. You can - though if you should is another matter; sabers still boost the damage of spells of their element so it may be more of a detriment depending on the boss.
  3. Character/Job Party Recommendations

    Sorry to disappoint you but enemies don't build tech bars, they treat them as spells and use them whenever they feel like it.
  4. Hmsong's non-SoM patches

    these are not codes but the addresses in the rom. 11BF60 - Duran, Paladin skills so you could just put 03 00 00 21 as an entry there, 03 for target one/all and 21 for heal light.
  5. Hmsong's non-SoM patches

    as long as you are aware that that changes nearly nothing until you address the bigger problems like Kevin...
  6. Final Fantasy V: Void Divergence - Discussion

    names may not match 100% to the translation L? Holy - Tricker, Elm Gigas, Ixecrator, Bardandels, LevelCheck, Xdeath (bonus phase) Snowstorm - Page 32, Whirl Demon, Blizzard, CrysDragon (there's an enemy special that has the same name so I might have confused an instance or two of it) Crusher - MithrilDragon (alone), Rock Brain, ShieldDragon, BoneDragon, BlandLamia, Tote Avis, Great Dragon (counter), Mind Mage (counter), Gargoyle, Xdeath (bonus phase)
  7. Breath of Fire 2 - Defiance of Fate

    That is the current scenario, yes. Though they'll also deal a lot less damage now. I'll probably increase the cost a bit later. I currently have them at: mob fight damage: POWER x (37+curLP/2) / 37 boss fights damage: POWER x (30+curLP/2) / 30 and then plug the result into the regular spell damage routine so that e.g. the adult dragons now actually have their elements work. The adult dragons are power 40-42, kaiser has 50. So at 0 LP you deal 50 damage with kaiser before randomness, element and whatnot else affects spell damage. I never played those. And in the GB titles there was no LP afaik. nope. At most I played pnp derived cRPGs like Icewind Dale and Neverwinter Nights 2 but never the original stuff.
  8. Breath of Fire 2 - Defiance of Fate

    yeah, that would need a massive amount of ram to hold the character data and moving around like everything in memory. that is more in the realm of theoretically possible. patty is also one of those elements where something is started and then it just ends.
  9. Breath of Fire 2 - Defiance of Fate

    Yeah, that's the plan; once you get access to the fusion hall you can use all 6 for fusions but until you find the real shaman the relevant stat bonus gets halved, like defense for the earth shaman. Some potentially fun stuff that would be possible would be too allow different characters to share the sprite changing fusions; the game has absolutely no problem with giving e.g. Nina Katt's devil form but keeping her own base stats and spell list; the Keep command is added as well and the sprite works. Not really sure what to do with Township - like 80% of the options are just "guide-dang it!!" level of traps. will do - lets see how much my productivity will suffer this time
  10. Breath of Fire 2 - Defiance of Fate

    the translation - the original was very questionable and the translation actually fixed some bugs and added a run button, so less work for me
  11. Breath of Fire 2 - Defiance of Fate

    I'm more at home with SNES asm anyway, so no real loss no matter what the differences would be.
  12. Breath of Fire 2 - Defiance of Fate

    Tbh. I've never even finished BoF2, the high encounter rate just became unbearable for me, which is why I cut it in half already. with everything that recovers AP in vanilla: inns, events, some items and the Will command from unfused Nina, though that may get a different purpose, dunno. Condition influences chances for crit/deathblow, spell crit (some guides call that well-cast since it applies to all targets of one spell and not each individual target) and counter, maybe a few other minor things as well but should be nothing with events. The only event I know that checks for stats is the one NPC that teaches you spells at 1 HP+0 AP - speaking of, what to do with that one... You've already individual base growth rates - I think what happens after that should be up to the player; do you want some more HP/LP for Nina so she doesn't die if someone breathes in her direction? or go for max WIS to play up her aoe clear abilities. There's just some stuff you can't solve via stats; e.g. Rand doesn't really have many spells so building him like a caster won't do much unless you go out of your way to give him all the spells from events/npcs. SNES - there was a GBA version?
  13. Breath of Fire 2 - Defiance of Fate

    techdemo
  14. Final Fantasy V: Void Divergence - Discussion

    yes, those have the same cooldown. item, throw and mix vary, though.
  15. Final Fantasy V: Void Divergence - Discussion

    recycle reduces remaining cooldown by 256 points when you end a turn defending reduces remaining cooldown by 25% when you end a turn otherwise cooldown ticks down at a rate of 3:1 per atb unit so for simplicity just say that recycle roughly doubles item cooldown; more the faster you are
  16. Final Fantasy V: Void Divergence - Discussion

    yes all items carry over
  17. Final Fantasy V: Void Divergence - Discussion

    just have a vampire (job, the ability does not suffice) in the party with > 0 HP when the relevant enemy dies
  18. Final Fantasy V: Void Divergence - Discussion

    well, if you had expert mode on you couldn't revive either way, so there it isn't a drawback anymore
  19. Final Fantasy V: Void Divergence - Discussion

    no, there's no such plan. this is more or less intentional and present since the base game, undead party members basically trade the option to be revived for immunity to several death effects. not sure about the phoenix spell, that one may bypass that though. at least you can recycle undead corpses via vamp's Genome/Sacrifice.
  20. Final Fantasy V: Void Divergence - Discussion

    no, that is basically the intended use. the other is sacrificing a relic slot permanently for job combos that are on the overpowered side. you only get the old status if you have a job that the current character either can't get or you have not unlocked yet; sage stone skips those checks and returns "nothing to see here, move along"
  21. Final Fantasy V: Void Divergence - Discussion

    yeah, I got the same bug report 2 days ago but had no time until now to look at it, so.... v1.530 shift now counts as the target using brave, so brave can't be used on the extra turns fixed a crash related to status effects
  22. Final Fantasy V: Void Divergence - Discussion

    I think the option I have that would make the most sense is to treat shift as if the target had just used "brave", so it can't use brave to gain more mp.
  23. Final Fantasy V: Void Divergence - Discussion

    well, you are supposed to get it from killing her, so that is nothing I'll lose sleep over. regen status, sylph, white wind, death effects I take that as proof that I have copied brave/default too well - close to my hero abuse in the original... currently no idea how to circumvent that short of removing the skill...
  24. Lufia 2 - Age of the Sinistrals

    v9 reworked Daos's AI & stats again Unicorn (fish) can now use Meltdown (ATP debuff) to fit with its dropped jewel
  25. Final Fantasy V: Void Divergence - Discussion

    v1.520 nerfed !recover from target all to target one fixed !throw not being restricted by cooldown fixed after battle recovery setting HP to 0 if under the influence of giant potion corrected text in beginner house regarding run speed on the map fork tower (physical) no longer disables white/black/time/summon/blue/song spells fixed underflow in Minus Strike damage calculation if hidden and trying to use brv. !show is used instead to prevent a game lockup nerfed axe up property of crit up passive from [100..200]% damage to [100..150]% damage fixed bug in damage range of axes giving them > 2x the intended max power reduced the bonus rune weapons get from MAG to 1/4 its previous value increased atk of rune edge from 72 to 92 certain enemies/bosses are now protected against polymorph effects and instead take damage when the status succeeds