praetarius5018

Modder
  • Content count

    1040
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by praetarius5018

  1. Seiken Densetsu 3 Sin of Mana - Discussion

    Might be one of those "too long ago since you reloaded ingame" memory leak bugs?
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    I just think the table on that side is wrong, everywhere in code I've looked it is by order of ids: Godhand stuff Warrior Monk stuff Deathhand stuff Dervish stuff I think it'd help me more if you told me explicitly what you want changed. Then I may look into it, no promises.
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    I don't see proof there, mind pointing it out? All the game data I've seen has been in the regular order Godhand, Warrior Monk, Death Hand, Dervish But then again, what is the Light/Dark categorization? Ingame there's no mention of that concept, it only exists outside of it.
  4. Character/Job Party Recommendations

    It is kinda hard to lack physical strength with Kevin AND Duran and the same party. You could always give Duran an Estoc/Mythril Sword (PIE based) and then put all into PIE for strong heal and attack. Or same for Kevin with Moogle Claw/Mythril Knuckle. Though in that setup I'd choose one main healer and only give that one the PIE-based weapon.
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    Dangaard has the "nice" property that he basically moves within 1-2 pixel of your max range but just 1-2 pixel outside of AI pathfinding. That's nothing I can fix.
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    That is still the same as in vanilla; each time you beat any godbeast the remaining godbeasts and their minions gain ~3 levels (2 in vanilla), order doesn't really matter, it is up to preference. Well, except for a few screens in the earth god beasts area - that is frozen at minimum level: map data has not enough space to hold the updated levels In vanilla you could delay certain godbeasts for later to gain 2nd class change and maybe a few of the new spells (if you were willing to grind), e.g. if you had dark Angela as she only has Lv1 spells and dark force before that but could gain Lv2-3 spells afterward. But you should have every spell here by the time you reach the first godbeast. I'd advise you to check if any one of the god beast areas looks like a good/comfortable exp grind spot in case you need it later and keep that boss for last; when you beat a godbeast all mobs of that area stay gone. Also if you need money, the wind godbeast gives the most gold but least exp out of the pack.
  7. Seiken Densetsu 3 Sin of Mana - Discussion

    Yes, all of that is intended.
  8. Protect Ring

    1) Protect Ring goes last in the resistance calculation, so no, you can't. 2) None that I know of; that other bug there was fixed.
  9. Demon Statue Limit

    It only checks in the storage - both for current count and where to add them.
  10. Beastman Collars

    they stack, rare chance is roughly +5% (so if base was 10% it would rise to 15%) each but only for the one that opens the chest money bonus stacks for all 3 heroes; the actual values varies by monster type though you need to kill around 15-20 just to earn the collar cost back
  11. Swordmaster Teammates

    Those should be all - I mean 60 shots total should be enough.
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    They are still physical. To deal more damage to physical resistant enemies you may want the weapons with "ignore physical resistance/immunity" effect.
  13. Swordmaster Teammates

    hmmm... maybe try Vanadise (the final weapon is supposed to go with her summon spell, actually Swordmaster should be a perfect match to give her full elemental coverage) and Necromancer (black curse, tinkle rain and saber-boostable spells)
  14. Your preferred difficulty level

    I'd also be interested if anyone even tried any of the misc patches like super_happy_funtimes
  15. Final Fantasy V: Void Divergence - Discussion

    Well, since I changed a lot of things in the code there'll obviously be things that weren't in the original, so ZSNES compatibility with the original doesn't imply compatibility for ZSNES with the mod. Also savestate wouldn't help me since they are only usable with the same type of emulator; heck I can't even load SNES9X 1.53+ savestates on SNES9X 1.52
  16. Final Fantasy V: Void Divergence - Discussion

    I meant in-game controls (config -> controller custom) - you can change in game which of the SNES buttons is used for what. It may be possible you accidently assigned menu to a different button and not noticed it? ZSNES would possibly explain it; they used some very wonky hacks back then to simulate the actual SNES hardware. It works for about 99% of the cases though it had some random-ish bugs, like in Star Ocean everything would work fine for me but on some map transitions (I think only 5 specific ones) the music would randomly stop (only 50% of the time) and the game would freeze after 10 seconds if I didn't get a battle in that time; weird stuff like that.
  17. Final Fantasy V: Void Divergence - Discussion

    Need more info. v0.782? Changed controls in game? Does the menu button show up when pressed if you allow the option "show input display" (may be very well hidden, e.g. in SNES9X I've to toggle it via hotkey with ",")? Anyone else has that problem?