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Everything posted by praetarius5018

  1. This is the spawn of this brainstorming topic.
  2. Let me check my Lufia 2 to-do list... NULL I'd say go for it. Have fun!
  3. Edit: download in new main topic 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'd like less generalized statements and more explanation wtf you mean and why.
  5. Did you HAVE to grind that much or did you just want to? I see you didn't change the names of the other party members. Didn't want to?
  6. I've based it on one a-lot-in-one bug fix patch, should have been fixxer deluxe, not 100% sure.
  7. glitch: so that was a yes also that wasn't "everything", you can't get the !gaia, !mix or !animal spells this way, only the "spells" with id 0 to 255, including the enemy-only stuff that is enemy-only for glitch reasons. check the classes.xls it tells you which stats increase for each job level and which abilities they have and give.
  8. let me guess... open !blue, scroll down a bit, close it, then open !martial or !finesse, have fun?
  9. I'd like some words together with that picture.
  10. nope, working as intended details?
  11. I just cast sleep on my entire party and the Gogo fight is done in 5 seconds. Gogo/mime is one of those things that doesn't really "work" for me; mimic works on your allies but Gogo mimics his enemies. Imo, Gogo should teach the player how mime works and not... this. Even in vanilla this fight was wrong; you just have to pass the time and not do exactly what he does - reflect on party, then bounce spells off of that to hit him? perfectly OK.
  12. Yes, please, all of it. I only found them on FallGuard/SteelArm or whatever dude #181 is called now.
  13. same name as here: Praetarius5018
  14. none try a pm here or on discord
  15. errr.... can you give me your save file (.srm) from before the fight? Also you can cure the doom counter with Life or similar, no need to kill them off before. And he should be weak to holy (!Scan is your friend on pretend-to-be-neutral fiends).
  16. "element display above enemies", let's see what the README says about it So if you have earth - bolt - water - holy - fire and use an ice attack (that produces a message at the top, e.g. not !Fight), the earth icon gets removed and it becomes bolt - water - holy - fire - ice with that future ice attacks would be a bit stronger than before. That's probably where your damage swings come from. "bosses are insanely difficult" Did you try the config menu? It has a difficulty slider where the defunct message speed was. If you set that habitually to 1/high then... yeah. The crab boss is supposed to take minimal damage from weapons that are not his weakness to make sure players have grasped elements at least a little - y'know, use either !Scan or the element chart from the zip to figure out a weakness and then abuse it, as a start, not as the only solution, mind you. One more idea; if you've continued your save from the old version in the new version... you might have the NG+ flag set since that was one of the job abp values before the move.
  17. Yes, a huge one. Meaning most comments from the old version are useless to me as feedback... ABP is base exp gain / 64 Looks right, the 10 new jobs are currently just placeholders, no abilities, just stats, all but one have no palette yet even. And because my graphical skills are non-existant they'll just stay palette swaps of existing jobs. 19/5 means you have 19 ABP and need a total of 5 for a job up, so jsut win a battle and you get it. This is a result of why I said the new patch is not compatible with old save data. I had to move some data around (job levels) and change the logic of how ABP is kept track of. Specifically it is shared between jobs but gets cut in half when you switch a job. I found it more important to add a few jobs and have room for other stuff than accurate per job ABP tracking. What are you farming that you need that ability? Oh yes, right... forgot that one when I changed the exp gain stuff >.< Other feedback is welcome as well, btw. Dunno, despite Four Job Fiesta being a big thing, FF5 doesn't seem too popular. And the one hackng site I know of that had something on it... is down for quite some weeks now.
  18. Same as confuse - the characters are kinda moody. Sometimes they don't attack, other times they attack 20 times in a row. Dunno what causes that bug, yet. Added download link for new version to first post.
  19. 99% yes. Equipment selection is kinda restricted by equip weight - which'll be based on STR. You can wear as heavy as you want but higher weight gives significant penalties to speed.
  20. Of course it is rough - you're supposed to need only around 25 job levels, in fact it'll cap at 30 next version (or at 70 for NG+).
  21. Not at that point, though the full version will have 10 extra jobs. No, WIP I hope not. No one's reported anything yet. Can I just say, RTFM? (Item cooldown, MP=ATB, job restrictions/changes, element changes, ....) Jup, freelancer is useless; every job has now every innate ability. Still same as vanilla. Please explain what you mean. pff, 1k damage is NOTHING. Add spellblade for x2 damage if you can match the weakness (does NOT consume a turn, only MP to activate). Power/Hero song, !Black/Tempr (or !Drink a power drink, same but only on user), something else I'm forgetting... I stopped buffing when my Lv8 char hit 20k damage. (admittedly he had a maxed Brave Blade) But then later bosses can get 6 digit HP values so it isn't even near overkill. Controllable Berserker is intended. Level cap is still 99. Though HP (and damage) growth slows a lot after Lv30. I've had a few non-reproducable bugs as well... let's hope I have them accidentally fixed? Just as a warning: I've one more bug to fix, then I can release a new version - which won't be compatible with old save games.
  22. Small status update: 1) I found a use for the status screen, elemental affinities (replaces the "equip: any" part): 2) I can now add up to 10 new classes, but that's irrelevant, right? Though they'd just be palette swaps, no unique sprites. 3) I've expanded my collection of square mechanics by something from Chrono Cross, field elements: That are the 5 symbols above the enemies' names. Matching icon gives +10% damage/heal or slightly increased chance to inflict a status effect, the opposing element reduces the same. !Summon (the ability, not the spells!) is affected in a more extreme way. 4) Title Drop! A New Game Plus mode. Character levels, job levels, items, magic and abilities carry over, cap of total job levels increases from 30 to 70 (NOT enough to max all jobs of a character) and enemy stats increase; enemies cap at NG+15. Can be accessed at any time by holding L/R. when loading a save game. 5) Escaped monster grant 50% exp instead of 0. Multi-killed monster (e.g. via Life, Gargoyle respawn) now grant the exp for each kill instead of only once. Total exp gain per battle is capped at a measly 8,388,607 - though that was enough to go from Lv8 to 95, so...
  23. Not in the slightest. If you have 1 element voided and 1 neutral, my suggestion gives you 0.5 times base damage, pokemon would give you 0 since they multiply everything. The power of spells wouldn't have to be changed, it would be taken care of in the formula via: damage = damage / number of elements; Though it would indeed be a simply 50:50 split. If you'd want something like 70:30 it gets much more complicated. Actually, that depends on how the negative is handled. I've seen our -1 displayed as $FF and other times as $81 ($80 as negative bit), for those it could go either way depending on implementation.
  24. I'd suggest stepping away from the fixed weak/resist/null/abosrb categories and instead using a "affinity score" as the next damage multiplier; reasoning behind this being that I know a lot of games treating multi-element attacks as several smaller attacks with one element each and then adding the result. Also with the current model, getting weakness damage is only possible if the target is weak to ALL included elements. Some pseudo-code:
  25. If it proves a problem, give her a Rajin's Staff from the elf village or the Tree Spirit Ring from the ice town. Same MP steal effect but stacks with other sabers for magic element boost. Also much earlier available.