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Everything posted by praetarius5018

  1. Version 1.050


    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"
  2. Ok, so not only is the tutorial sequence flat out wrong it also causes bugs - good to know >.>
  3. v1.005 fixed !Brave sometimes not working or triggering enemy reactions fixed Sandworm being unbeatable unless hero1 is dead fixed after battle recovery fixed issue with keeping single job mode choosing single job mode now enables job selection before getting the first crystal the controller change things sounds like a vanilla thing which I don't feel like tracking down currently Now is a good a time as any. I've still some things I want to do but that is mostly minor stuff. Also if someone wants to do me a favor: there's an outstanding bug in Bartz old home where on some playthroughs the bard is not there but a ! balloon instead or someone else had the dead mom on the floor there or other wrong NPCs in the house; and if you talk to any of them the game goes barf. So I know that the value of 7E0A96 is responsible. I just see on my end never change from the initial value of $8F/143 outside of the cutscene in the same house where it should change... I'd be super helpful if someone can run through the game with RAM watch on that address active and see where it changes where it shouldn't. I tried now three times through the first world and found nothing... In SNES9X that is simply: cheats > search for new cheats comparison type = compare to entered address data size 1 byte data type hexadecimal value: 7E0A96 then search for that, mark the result and put it on watch after that you'll have the value always printed on the screen.
  4. v1.000 added job sprites for the 10 new jobs made by BlackLiquidSorrow added abilities for DarkKnight, Lord, Vampire, Magus and Sage jobs separated ability slots into 4 active and 3 passive slots added running for overworld walking and ship spells now show miss if they fail because of magic evasion; status spells that hit but inflict no status do not show miss MP drain spells now inflict HP damage and restore MP of 1/32th the damage dealt, capped at 40 X-Magic no longer receives a penalty to spellpower; instead it requires half a turn of charge up before casting changed !Animal to a 8 skill selection changed !Mimic to a 8 skill selection replaced Monk's !Kick with !Blitz, 8 skills based on unarmed combat, unlocked by maxHP replaced Knight's !Guard with !Valor, 8 skills based on defense, unlock based on win:escape ratio replaced Thief's !Steal with !Rogue, 8 skill menu, unlocked by successful steals replaced Mime's !Mimic command with a 8 skill menu based around acting and imitation, skills unlocked from the start replaced Dragoon's !Lance with !Drag-On, 8 skill menu based around their signature skills throughout the series, unlocked by max HP added !Science to Chemist, a 8 skill menu based on research, skills unlocked by Hi-Potion count replaced HP +30% on Monk and Tamer with !BuildUp HP +30%: renamed to Sturdy, HP +10%, reduces fraction damage taken replaced Endure on Berserker with Sturdy replaced Pierce on Dragoon with Sturdy replaced !Slash on Samurai with Crit Up replaced !Slash on Crusader with !SwdSlap replaced !Steal on Dancer and BlueMage with !Mug replaced !Aim on Chemist with !Science replaced Preemptive on Ninja with Caution added CQC passive: +20% damage while in the front row replaced !Animal on Geomancer with CQC replaced Preemptive on TimeMage with CQC Bulwark no longer adds 10 VIT, instead reduces regular damage taken changed Lich from +3 VIT, +7 MAG to +20% magic power and increased drain power WhiteMage now learns AreaCast instead of MassCast BlackMage now learns MassCast instead of AreaCast added defense piercing property to !BuildUp changed the white/black spells available for !Red, !Rose, !X-Magic; slightly less front loaded, !Red even gets 2 Lv6 spells increased base hit chance for DoomClaw from 66% to 75% increased base status chance for HP-to-1, doom and destroy effects from 40% to 55% adjusted stats of most monsters modified AI of Siren, Kimabryn, ArchAvis, SolCannon, Merugene, Crayclaw and Omega Mk3 changed Sandworm's Demi to Quake edited unused NeoGoblin to Rebone enemy and added to a boss formation edited Skullkin stats to make the "solutions" more in line with vanilla strategy form changing bosses now keep status resistance between form shifts added a cap to ABP while jobless; on job change you'll have at most 4/5 ABP reduced HP buff from 100% to 50% fixed weapon animation of flail and morning star reduced the influence on damage growth for Lv2-35, added slight damage growth for job levels 1-30 (double level for single job mode) adjusted HP per job level; now treats single job mode as having twice the job level increased HP per job with "HP up" bonus from 30 to 50 reduced monster stat spread by difficulty adjusted monster base stats by level added +10% steal chance for thief job fixed a bug that made !Throw with weapons deal about 2.5 times the intended damage renamed !Martial to !Bushido replaced Bushido/Fate Hit with Booster: weak attack that buffs user's STR replaced Bushido/Danger with Dispatch: chance to instantly kill Blue/Aero: increased power against floating targets or those weak to "aerial" attacks Blue/Goblin Punch: damage bonus against same level target reduced from x4 to x2 with -50% defense Blue/Goblin Punch: level check compares only last digit on level Blue/White Wind: heals by 33% caster maxHP instead of 100% current HP, affected by Heal Amp Summon/Odin: now always uses Zantetsuken, a holy elemental magic attack against all enemies Time/Flood: added ground type, increased power from 110 to 126 Terrain: now always behaves as if pierce passive ability was equipped Terrain: removed Gaia's Wrath and Lament again increased MP restored by ether from 20-150 to 50-150 adjusted item cooldown values for !mix and !throw reduced scaling of heal magic with weapon attack increased heal power bonus of Sage Ring from 5 to 7 removed Ramuh and Shoat summon items, the summon spells are now added directly on boss death added Web that inflicts slow added Vaccine that reduces status damage taken added MP sickness debuff for MP recovery with !Item, !X-Item and !Mix that reduces further MP recovery with those skills by 25% (but then capped at 100) White/Pure and Mystic/Cleanse now additionally remove MP sickness fixed a game crash caused by having !Hide, !Show, !Catch or !Release in the 4th ability slot fixed a bug that made defend/guard sometimes not work fixed a bug that made x-item with feather not work fixed a bug that prevented abp reduction on job up fixed a bug that made Blue/Condemn deal absurd damage when it failed to inflict the status fixed a bug that made Counter use fire spellblade instead reduced guard damage reduction from -75% to -50% first escape with BraveBlade does no longer reduce attack power, only 2+ escapes !dance: buffed power of Mystery Waltz and Jitterbug by 50%, reduced power of Sworddance from 400% to 200% reduced damage reduction from armor/shell from 50% to 25% monster can now land critical hits on their regular attacks fixed a bug that made !mimic mimic the landing of (s-)jump and not the jump itself changed MP gain of !Brave from 100 to 12.5%maxMP + 100 physical accuracy is now adjusted by spot in party, top to bottom, x9/8/7/6 changed how multiple hits of Time/Meteo are handled; changed to a quicker animation changed element of Time/Comet to wind/earth changed element of Time/Meteo to earth/fire removed LP from NG+ scaling in NG+ treasure chests are now reset replaced some NPC texts in Carwen for more hints to gameplay changes changed default difficulty and encounterrate from 3 to 4
  5. I think the only effects that don't stack with each other are the weapon element ones since multi-element weapon attacks don't work too well in the code, resist beats weakness.
  6. Sol Cannon was always a % boss; though now it scales up with difficulty (x1.5 on difficulty 1) and actually can hit a weakness. So yes that can go up to a 1 hit kill. Admittedly SC is one of those bosses where I don't know what to do with. The main cannon has this gigantic charge up... and then does the same damage as the sidekicks basically. And then it doesn't really scale with difficulty; diff4: 50% rocket + 50% beam is a kill the same as diff1 75%+75%. Also, you may or may not gain 2 more consumables in the next version to use with !(X-)Item. *cough*web*cough*vaccine*cough*
  7. 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!
  8. eh, I just followed a bit different logic than square on this I had 2 tools for this: a hexeditor and mapjester, a map editor that doesn't - it only let me edit monster levels and which monster spawn; and it also drops important $80 from a huge range of values... Since I didn't include any translation with this I couldn't change the gear names to reflect their bonus at least a little bit. Would be cool if you could make this patch available for the public, people would want that.
  9. because light removes the dark ah dang, yeah right, HP regen is blocked by his debuff
  10. resist light and air attack with earth HP steal or HP regeneration accessoires buffs, debuffs, standard stuff
  11. yes, win the fight
  12. README: If a Lv1 tech hits an enemy shortly after they start their attack or cast a spell, you've performed a counter-attack which deals increased damage (depending on weapon).
  13. The art of talking to every NPC in town seems to be a lost one... try the north side.
  14. I thought I had done the Monk write up, seems I haven't... Monk !Blitz, unlocked simply by maxHP -Kick, all, 1x unarmed damage -Pummel, one, vit based fire magic damage; x1.5 stronger if unarmed -AuraBolt, one, vit based holy magic damage, HP leak; x1.5 stronger if unarmed -GaleFist, all, vit based wind damage; x1.5 stronger if unarmed -Rush, all, vit based earth magic damage; x1.5 stronger if unarmed -Grapple, one, inflict slow -Kiai, one, def down -Spirit, party, recover 30 MP each Which stats are used by what skill varies a lot but all 4 have some skills, though STR and MAG are obviously the main damage stats overall. Though technically almost everything profits from AGL because of accuracy. VIT is more of a defense stat. By design bombs actually only had one purpose: to allow any team composition to beat the Puroboros (bombs) boss because you can no longer stall out their MP. I don't really want them to have much more damage because Blue/Needles (2000 damage) wants a use too. At that point - at least for Tinker - you should deal good damage with his other spells, Turret and HeRoBot, especially the later with HP leak.
  15. Knight re-work !Valor instead of !Guard, !Valor upgrades Def. command from 25% dmg reduction to 50%; skills are unlocked by having X more victories than (4x) escapes -WideShld, party, the elemental one time shield from arcanist -Taunt, all, same as DK's Taunt (def down, atk up, aggro) -Bash, one, phys. damage, p.def increases damage -Servitude, one, knock ally into crit HP, user gains Cover innate -Funeral, one, damage up per number of dead allies (20 -> 125 -> 180 -> 255) -Patience, one, increase maxMP by caster's VIT+20, caps at 600 instead of 500 -Ironclad, self, add m.def/2 to p.def, m.def = 0 -Fortress, self, 99 MP cost, caster gains "heavy" type
  16. 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.
  17. 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.
  18. 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
  19. 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)
  20. Do you have the U version?
  21. 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.
  22. Does the one in the readme not suffice?
  23. 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
  24. 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)
  25. You need to give it a SD3 rom that already has the Sin of Mana hack applied to it and has no header.