praetarius5018

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Everything posted by praetarius5018

  1. Are the level 1 stats random as well or are they fixed? Can I expect the "jack of all trades" to always have 25 in all stats or could (s)he have sometimes 25/26/24/25 or 23/24/27/26 as well? I don't know your character-to-role idea, so I use a general term, sorry.
  2. *looks at thread title* yes
  3. eh, not that hard. would just need a free byte in RAM (this is the hardest part, seriously) for the counter and then when it is reached replace the active cast of "meteo" with a "out of space rocks" spell that does nothing, same effect as I already do with the echo spell. But I'll still say no to this one (unless Meteo turns out to be super-broken OP), it feels arbitrary and unclear for the player. Fire weak to water and other weaknesses - nothing outside the norm, maybe a few weird interactions in the chart but overall it makes sense. But running out of space rocks for meteo but having enough for infinite comet casts (same sprite) and enemies still having some left - why? For regular enemies you can ignore this mechanic since those come usually in packs of 2-8, hitting 4 of those is not much different from a regular aoe spell.
  4. That'd be... not that hard to do actually? Flipside ofc. being that certain bosses "depend" on casting Meteo (desperation mode neo x-death), so if those count too... and otherwise it gets weird... the player has no Meteo left but the boss can pull more stones from outerspace out of his ass...
  5. Everytime I write balance just imagine huge air quotes around it. I just throw numbers at each other until shit stops working. I sorta have such a split by necessity, I guess. general rule: Swords - fire Knives - poison Axes - earth Katana - lightning Lances - ice Staves - holy Bows - wind Whips - wind but not many items Rods - all over the place Harps - technically no type since they use fraction spells Bell - 3 water, 1 earth, yay? unarmed - water (you know: blood, sweat, tears) BraveBlade/ChickenKnife - water (fluid attack power) Ragnarok - ONLY non-elemental weapon considering which skills work with what weapon type and which not or which stats they use, each element is quite different. and (current) max attack power varies as well: fire tops out at 83, wind at 91, water at 100 (max braveblade) then you have status effects that also belong to elements: fire - berserk, HP leak ice - stop, death lightning - paralyse, old water - toad, mini, doom wind - confuse, slow earth - sleep, petrify poison - poison, zombie, HP to 1 holy - blind, mute, destroy with that black may have access to all 8 elements but not equally; e.g. its only holy type is a blind inflicting spell for wind HP drain (better not try against undead) and for ice well ice and death, etc. white has fury/berserk for fire, nothing for ice, storm and charm for wind, etc. Theoretically you just need fire, ice, lightning and wind to hit every single type weakness currently. Most late game bosses have two elements, some regular enemies do too; those may have depending on combination 1-4 weaknesses (I extra checked that no combination results in 0 weaknesses). If it was a fixed exchange like ice <-> water, poison <-> fire, etc. this would still be too much imo; a too strong move would go from potentially being very good 25% of the time to 50%, have the right 2 and you're "done". sorry, don't want that. e.g. meteo is very problematic; it deals 4 hits to a random target though those may hit the same target, even for all 4 times if no other target is present, like in many boss fights. it is insanely powerful if you can give it ideal circumstances - one target weak to earth, earth amp gear, mp to keep the spam going. but that is also its drawback: if the boss resists earth it only/still deals above neutral damage in total - remember: 4 full power hits I really didn't pay too much attention to what boss is weak to what elements and what that would mean, I just looked that I have something that fits and a good variance of types/weaknesses (e.g. the final boss's final form has unique weaknesses for each targetable part). Meteo isn't alone, there are other insanely powerful moves - goblin punch, aqua rake, flare(s), echo, a dozen variants of "death", etc. While they have a fixed type they are (almost) guaranteed to get their time to shine but (hopefully) not "solve" the game alone. I'm not even sure how an element change on aqua rake could work, would it also change the anti-desert type? ouch..
  6. There's exactly one way.
  7. That is no problem, but you may have problems as a player since the patch has to change a few controls and expands what you can do in battle, e.g. run. When you start in the middle you basically skip all the "tutorial" time (this game has no explicit tutorial) you would have to get used to those changes.
  8. That would be certainly possible to code. Though at this point I'm not sure how usable or OP this would be. Stuff like Meteo, GoblinPunch and BraveBlade/ChickenKnife are "balanced" around the idea that it can only be one fixed damage type. Will have to think about this one, not sure.
  9. Still my question: what would that gain? Regular FF5 FJF works already and has many, many more variants than could be added in the ROM easily. Plus I've 0 idea for GBA ASM so that'd lose 4 jobs from the pool. And I sadly doubt anyone would ever go so far as to do a challenge run in any of my works. Either way, the "easist" way to get an FJF mode for my mod would be an external generator that modifies a few specific values in the ROM according to "better" randomness than FF5 itself can manage. The FF5 RNG can only have 256 different states. Needed would be at least 720 (6 wind jobs x 6 water jobs w/ mime x 5 fire jobs x 4 earth jobs). So that obviously makes 2/3 of all combinations not possible. Just imagine that this could possibly mean that 70% of teams are stuck with Berserker, glorious times! hmmm.... shouldn't be too hard to port the needed change to a regular FF5, though would still need to write that "generator" - I've no idea how to do that.
  10. Would be theoretically possible. But seeing how many variants are there - what would that gain? I could accommodate one, not all.
  11. There's a random chance that regular enemies get replaced on spawning. E.g. if I've placed a Molebear in a spot the game may randomly decide to give you a Poron or Myconoid instead. That patch adds some bosses to the potential replacements, only the small ones though; huge boss sprites kill the game obviously. They ARE scaled to the current area's level though.
  12. Well, technically you can relatively simply "prevent" save scumming for better stats: have a separate RNG only for the level up stats meaning it only advances when someone levels up or even simpler make stats soft capped by level, e.g. lv1 stat + 3 + level/4 (assuming way below 25% chance) Does it have to be addressed - maybe, probably not. I just wanted to show a potential pitfall which might make it less enjoyable than it could be. Also it seemingly contradicts another of his stated goals: Dumb question from my side: how can roles be defined, how can I plan my team, when the stats are purely random? If a role boils down to a magical nuker and RNG comes up with mostly non-magic stats that falls a bit on its head. Unless I'm mistaken FireEmblem is similar with the stats but there you have a gigantic cast, so a couple bad cases can just be thrown out by the player; with a small cast, every bad egg hurts more. Sorry I'm dragging this point on and on, still curious... forgot to ask this: is this only how the vanilla spells are distributed among the characters or does it include changes to spells themselves, maybe even replacements?
  13. Yes, see it through. But just remember that with the proposed design there's an insane gap between those that play normally (stats are close to mathematical average), those that save scum (stats way above par) and those that have little luck (relevant stats +0). That's what worries me a lot. Dunno, maybe treat it like intended level for the final boss is around 40-50, cap is level 99 for those that get screwed over by RNG too much and cap stats without equipment very low, like even as low as 70. Don't mind me, just my 0.02$ If FF6 is so nice, good, but in FF5 finding those values starting from a random stat block is an adventure and a half...
  14. Ok, so it is indeed a slippery slope (e.g. bad luck once has much more bad luck following OR good luck once increases chance to get even more good luck, imo not a good thing for stats) Example as I understand it: level up to lv30, you had a lv1 stat of 30 1) has gotten every increase to the stat, so has currently 59, making the chance to get an increase 59/256 or 23% 2) has never gotten the stat increase, still sitting at a 30 stat; chance is 30/256 or 11.7% do you have access to the level 1 stats during that formula? I'd suggest a more complex formula for the chance to increase that incorporates the "intended average" stat or something. Though that depends on the data you have access to there.
  15. PIE = piety, most games would call it spirit instead
  16. headered 4097 kb unheadered 4096 kb
  17. I'd like some clarification on the "the higher the stat, the greater the chance it'll increase" point; it does read like a slippery slope. Do you really mean that if I had good luck on my stat so far (got an increase from lv1-10 every time) I'll have even greater odds later on? Does wearing stat enhancing gear factor in this as well? Or do you mean that the chance is relative to the character's base stat? Either way, be careful with this. Not only may it hurt some players but it also hurts your ability to know what a player can "do". E.g. how much damage can they take from boss XY? Just as extreme scenarios: A lucky player (got every HP and defense bonus) could easily eat 3k raw damage hits and laugh it off, while the unlucky player (got bare minimum) will have a game over from a 1.5k hit already. A lucky player may be able to take 2-3 turns per boss turn with "max speed", while the unlucky player can't even muster enough turns to keep up with healing. I'm not saying that random stat growth is necessarily bad, just that there should be a limit as to how bad it can go. And an ATB based game gets hurt even more from this thanks to how powerful "more turns" via higher relative speed is.
  18. If you want to use one, a translation patch must be patched before this mod. Most use an english one, I develop on JP (not that I understand anything there) - no problems there for the most part. Then make sure your rom is unheadered (e.g. via SNESUtils) and then apply this mod. Next you can add one of the difficulty modifiers from the sub folder, the default patch is set to hard. Afterwards there are some minor bonus patches included in the misc_patches folder you can apply as well if you want, though there's no "undo" option for those, so keep a backup in case you find you dislike those extras.
  19. I guess I kinda have that already as an option. There's only a few major things stopping me from releasing a playable (unbalanced) beta alpha: a grind of 300 enemy formations a bug with x-fight + spellblade that kills the game a title for the hack If you want to read, this is my current change list:
  20. yes. from the black market, 3k each - and considering how important that is I won't remove it from there
  21. Well, what he said, and the changed helms give -10 delay for single hitters, -5 for double hitters.
  22. v1.042 high AGL reduces weapon cooldown added effect to headgear tier helms to reduce weapon cooldown added effect to hero's crown tier helms to resist death effects added cap of 320 damage (400 with day bonus) for fraction damage spells like Half Vanish, Slime Prince special, etc. change a few regular enemies to resist snowman status effect fixed defense stats on Wind Demon Mail and Silverwolf Pelt corrected displayed name for Dark Lich's Anti Magic
  23. Think of savestates like a timemachine; everything that happened between save and a later load did not happen. That bug I mean occurs after several hours in the same play session. In one of my cases it took 8-10 hours before it became easily visible. If you save ingame and then load ingame you start a new session. If you make a savestate, switch your emulator off, return later and reload your savestate to continue where you left off then you continue your old session. What can happen? more frequent slow downs palette mishaps monster AI disappearing (they become dummies, but also immortal sometimes) random game reset left over sprites from stuff that is long dead; like half od Dolan's arm sticking around spell animations running into an infinite loop ...this I recall reading an article once about a bug with spell animations with similar results (real hardware crashing) being a supposed reason why we never got an english version.
  24. Sorry, I'm not interested in hunting down vanilla bugs. That graphic glitch is already known, it is caused by "something" that occurs over long playtime (save and load via savestates does not help in case you use that), especially spell animations - which will happen more often compared to vanilla. Ingame reload is the only cure for that. Or rather call yourself happy; that same thing can cause lockups and worse stuff. I wouldn't be surprised if the snowman thing is related to that as well.
  25. Tried, can't reproduce. Snowman ends immediatly on victory here no matter what I do.