praetarius5018

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Everything posted by praetarius5018

  1. didn't get a notification that you updated, just saw the edits by chance.. - Somehow with 2 ppl i'm taking way more dmg - So, monsters on the Golden Road are brutal. Not quite enough to wipe out the party, but they'll surely eat through a lot of your heals. Maybe that's because i'm lvl9? there's a power spike for enemies at lv5 and 10 to compensate a bit for you getting a second and third party member, nothing unusual - Somehow i have a Demon Statue in my inventory. Boss drop apparently. sorry, but this game has a big problem that is called rtfm :/ - The bosses are pretty trivial, as long as you don't let them surround you and keep above 70hp so they don't 1-shot you with ability Golems1 are specifically made to emulate a "defective" product; if you let them you may even see them trip over and fall down - a short golden road farming session later, everyone is lvl13, got a round in INT (which i understand gives mDef) and is a proud owner of a pair of jewelled rings. Time for jewel eater to eat it well, PIE gives m.def, not INT - people are getting spells, but cast speeds are awful. Also definitely too little mana to cast repeatedly - during the fight, i found out that characters somehow regenerate MP. - the boss would be easy enough (mostly magic dark elemental damage, easily mitigated through gear), if not for his Death Spells. Only have 2 Angel Chalices in my inventory for those that know what is coming, the solution would have been stacking "Red Moon Horn" to lower the boss level until death spell is ineffective. I am sometimes often mean in this hack, but I try to keep it so that there is still a solution in some form. - really missing that petrify protection at this point. Also just can't seem to get a handle on the cocatrice-egg kill timings (so far all of them managed to mature) they keep their HP on transformation in this hack; so the damage you did isn't lost anymore - huge problem with slimes. They hit too damn hard and really love their crits is your luck stat still at the base level? if yes, the general crit rate increases a lot. though some "crits" may just be special moves (like your lv1 tech) that just look like normal attacks - Hawk is doing SO much better when controlled by an AI AI helpers get a bonus to evade if that helps - Getting way little use out of sabers. They are pretty much a trump card for a long battle now they'll get more useful for randoms later - He can't survive an actual barrage of attacks, though. Nobody can in this game, it seems depends on the attacks; some are physical, other magical. def buffs / power debuffs help - Byzel weapons hit weaker but inflict poison and silence (will need to check if poison works on bosses, silence can be situationally awesome) this is a JRPG, of course all bosses are immune to every status effect!
  2. Is it possible to allow the player to shift the class's focus? E.g. your white mage has default access to the basic spells cure1, protect, etc. And the play has then to somehow choose what he wants to primarily advance, e.g. via mutually exclusive items you can get either Cure2/3,Life OR Protectga, Hastega, Shellga.
  3. no, not really. I didn't modify dialog, at all. Couldn't really, as I wanted to support different translation patches. Though as for hints: earth shaking (you don't want to wait for a cave-in, do you?) and gunpowder dwarf whats-his-name telling you that "soon" something bad will happen. I totally didn't pull that out of thin air right now as a retroactive justification, nope.
  4. This is not something I've changed, they can do the same in vanilla. Tinkle Rain isn't Heal Light. Wait until anyone in your party learns Heal Light. That gives automatic full heal on battle victory. Otherwise: get a friend or two to help, the AI helpers are plain crap. Hit-n-run is the name of the game. Did you increase VIT and/or PIE? Tried with some defensive accessoires? Oh wait, double jewel + power punch means you took too long in that fight. This gets actually followed by 1-2 more spells. You are not supposed to let him live that long. Full Metal Hagger was an exercise in endurance, Jewel Eater is a time bomb. Did you get some coins or Siren's Claws from treasure chests? Or any other (de)buff item? I have a suspicion you let the mod sit at the default hard difficulty; there's a whole folder for lower difficulties (have to be applied after the main patch, ofc.). There really isn't much I can do to give the player options for early game. A shop can at most hold 12 items, among some other restrictions. Players can only have a total of 12 spells at the end, and most classes diverge so hard there's no common basis for any spells in the base classes; so it wouldn't be wise to give some characters like Hawk e.g. Arrow at the start while e.g. Lise can't cast shit. Otherwise you have a few armor options at that point, and gameplay wise you have a few more variations than just attack, attack, attack. regular attacks (just shortly tap attack button or also hold a direction) strong attacks (hold attack button but not direction), for greatly increased accuracy/damage but longer cooldown Lv1 tech counterattack (hit with Lv1 tech directly after the enemy casts a spell or during their physical swing), deals increased damage and resets enemy's "aggro", i.e. they don't use their "special" any time soon; always fun to see a double Dive Attack from FMH because people trigger his special at the right time in his AI cycle
  5. What "theme" or "idea" are you going for? simple rebalance? making the game finally good? total conversion? BNW 9.0? meme overload?
  6. was it considered to make between Cover% (Healthy Ally) and Cover% (Near-Fatal Ally) a gradual transition instead of a simple binary check? e.g.: cover% = 100 - ( (100 - (Stam/192) ) * ally HP %) so at full health he takes the full "penalty" to the cover chance, at 50% only half the penalty and at 1 HP you get 100% cover
  7. Maybe a little every now and then. I still have to modify some IPs and maybe tweak AC a bit. I mean the AC does give you spells and you get the bonus stats on them but spells are quite rare, especially now that there are 100+ valid spells instead of about 30. I'm not sure how possible the AC even is in this version unless you already have a good amount of blue chest items. That bug is indeed a byproduct of the exp/lvl sync. At least that is better than the infinite level up message loop I had at the beginning with this feature..
  8. I've not touched any IP moves yet, so that kind of overpoweredness is to be expected/still present like in vanilla. Bats were always this troll-y. I lowered their stats in V6 now. The update makes old saves invalid - again. Transfer should be done via savestate. If the game detects an "invalid" save it tries to repair it, that takes about a minute in a black screen, so no panic please. The result always has a Lv1 party though, so overwrite it, don't even bother loading. v6 update: fixed bug in save mechanism which made dungeons reset upon loading nerfed power of Blaze's special attacks reduced stats and increased gold drop of enemies that appear during the time Maxim is alone in the early game I half expect the saves to still have a hidden bug somewhere; I had to basically rewire 70% of the save file structure and cram 252 bytes of data into a space intended for 230 bytes.
  9. It seems like it doesn't save dungeon data at all.. in vanilla that works at least. Though it wouldn't have surprised me too much if that was a vanilla bug - I mean all you need to do there to summon the apocalypse is press left on the stereo option.
  10. It should be ok. The game is pretty "normal" for any kind of gimmicks. No complex skill systems to learn or anything. The most outlandish "feature" is probably that defend only counts if you get to act before the enemy. Which becomes even better when the slowest capsule monster is the most likely to use defend in the first place. Of course, like most games of the era, it doesn't tell you which pieces of armor protect against status effects or elements. When I played the vanilla version ages ago, I didn't even know that armors could have those effects, so it shouldn't be too much of a problem. There's one boss battle in the entire game that you're supposed to lose; but if you win it gives you a unique weapon that is basically endgame power from the midgame.
  11. Despite ID being gone, the running gag of people getting my name wrong continues, great. Sage Stone: I should've seen this coming, "techs" are mechanically the same as spells.. And yes, I've already tried to have Angela cast Fireball as her Lv2 tech; it worked, except it didn't use TP up. Pedan Armor: ok, I'll wait for the info; guessing is a bit difficult when there are 4 of those per character.. Animations: I've not really looked into that, only how to assign them to a spell. At most I could add a bonus patch that just switches animations off for buffs, so it skips that completely. Thanks for the feedback!
  12. I've added that as a proper download here now >.> Somehow I always forget that it still exists...
  13. How about limiting how much magic can be junctioned based on character level? Bam, no more max stats at Lv1 and an incentive to level up further.
  14. Maybe limit how many copies of each spell can "exist" and casting the spell does not consume it. E.g. you can only have 3x Fire1 in total, either for high stat boost on one char, medium stat boost on 3 chars or as a castable variant. P.S.: I know nothing of this game.
  15. You should have access to 2 barriers (consumable that gives magic defense up) and HP increasing earrings, maybe some M.Def increasing armors? M.Def (and maxHP) is the key here, imo. In case you didn't know, M.Def is (almost) a straight % reduction, so going from 40 (-60% dmg) to 50 (-50% dmg) is about 20% less damage taken. How much does Dark Matter outdamage your max HP? You should have more than enough time to get back to full between two casts. If all else fails stuff it all on Crono and go solo:
  16. some more "issues": DirtToss Zeninage: currently the only skill that still permanently destroys ressources. MP steal skills (Psych, Drain Sword, ..): don't actually do anything. Monster have < 100 MP and no mechanism I know of to get more, neither do they use MP (currently monster cast for free). So you spent a turn (which equates to 100 MP) to gain < 100 MP, always a loss with no gain. Simply defending would be better.
  17. might I ask what you don't like about them? maybe it is something that can be addressed in a future patch.
  18. it does the same thing as a certain boss will do to you.
  19. Yeah, it's currently a flaw in the system, not sure how to "fix" that exploit.
  20. WallOfText warning! I've realized the same effect by simply using the weapons attack power, or rather a factor of it; Fire1 uses 85% (0 MP cost), Fire2 uses 110% (6 MP cost) and Fire3 uses 135% (14 MP cost) with the advantage that I don't have to worry about hidden typos in M.Atk making some weapon useless or utterly overpowered. Also that opens the way for axe wielding casters... could be worse. If you defend or guard you get +100 MP and end your current turn. Otherwise the game checks if you have at least 100 MP, if yes lose 100 MP and take another turn. Of course you can abuse that with always ending your turn defending.. 1st turn: defend 2nd.1 turn: do whatever 2nd.2 turn (consumes the 100 MP from first defend): defend again White Mage learns !Cure1 that is the same as the spell but free of MP cost and not multitargetable. So if you equip that to your White Mage, (s)he is never unable to heal, it just won't be as good as Cure2/3. Originally I wanted to change the game so that MP doesn't exist at all, 10 seconds later I remembered that Fire1/2/3 is a thing and gave up on that idea. It shouldn't play too different than a system where all skills use a shared cooldown or charge time or whatever. I think I'm fine on abilities. I've converted the equip X skills into different passives and the lower tier HP/MP boosts have secondary effect to differentiate all of them. So 32 passive abilities currently, I can only add one more because of space. On active abilities I've sacrificed the tiered color-magics so there are now a total of 65 active abilities by my counting. Ok a couple are just "cast spell X for free without option to multitarget" it is still something. GilToss was modified to be based mostly on VIT, as well as 2 physical skills from a new "weapon spell menu". I may also include it in the formula for resisting status effects. Maybe. VIT also increases the post battle healing a bit. I wanted to keep the gameplay "fluid". "Fight a 30 sec battle then spent 2 minutes spamming basic potions to get ready for the next fight" and "ok I beat the boss back to grinding 30 turtle shells so I can beat the next" just shouldn't need to be. If I have a class like chemist with its mix ability I want to be able to "push some buttons" as in use the friggin ability, and not keep it until I forget it exists. Or when I'm supposedly in a hurry to "save the world" I can hardly take 8h timeouts every two steps to cook a meal and sleep. And I had a... "situation" on hand. If I'd be consequent you'd need to get a full heal after every battle if you have at least one (hi)potion in your inventory or an ether and any cure spell. Or a white mage lv1 (learns !Cure1 even if you haven't bought it) or a Chemist with certain other ingredients or bone mail and a death spell or element X absorbing armor and spell of element X... way too much to check if you want to be "correct". So we have full power every fight; if we don't increase enemy power to be threatening they'll just feel like useless grind since it costs nothing except time. And "purely strong" enemies imo work better in action RPGs since they have dimensions to work with that are missing here (e.g. movement/placement, obstacles) so that makes some situations just a "grind check" or a "lol, RNG, game over". I should probably find a better phrasing for that.. Well, it is just a "yes but not all of it" recovery for now. Play poorly and you'll get worn down; then you need to set encounter rate to a minimum and run back to the inn to try again. Worst case, there's the tried and true FF1 strategy of kill all but one enemy, stun it then spam freely available heals until 100% HP. Could you equip a Flame Ring, Coral Ring and Angel Ring at the same time? that is honestly news to me. It at least means characters can be a lot more varied. Bone mail gives undead status but high defense? Ok, we go all the way and equip three copies of it for massive physical defense. that change here is mostly out of necessity. If I kept that resistance wins, you'd just equip 3 items of different elements to resist 6 elements total, and a shield that covers a 7th. Maybe even all 8 elements when you use Flame/Coral rings or other items that cover more elements. I don't think there would be much game left if you could cover everything so easily. Maybe I'll change it so they neutralize each other, but resistance on gear overwriting weaknesses is a no go out of fear for godmode setups. A weakness hit now only halves the defense instead of zeroes it and gets +50% damage for physical or +100% damage for spells. I wouldn't expect the player team to be THAT fragile. Plus, as long as you have !Item equipped you can at least switch the shield on the fly. I've written on my todo list that I want to show the current weaknesses of a character there. I know I'm bad at this, I'm writting a lot based on what I know, knowledge that is unavailable to you...
  21. Yes, that's right. It is not advisable to have one fixed stat across characters for this (e.g. all use AGL) because then one character would have an all-in-one package for spell casting. So if it was AGL for all characters, dark-Hawk would rise that for both spell damage and cast speed (and Lv1 tech damage and evade and accuracy = way too much). So I had to declare a different stat for each character, one that they don't use too much otherwise.
  22. Feature: all armors influence HP Bug: noone reads the armor sheet
  23. The ingame indication is simple: you can run in battle and take more than 2 damage from a hit As for adding a text somewhere - this would be insanely difficult to get working, you know across untranslated version and several different translation patches, etc. Help on that would be welcome.
  24. I'd say getting a game over or three in the prolog is a good indication the patch worked. 100% chest means you play on the only good difficulty.
  25. If you want to just make a difficulty patch based on "numbers", FF5SNES has the aptly named "FFV editor" for that which can edit stats of items, spells, jobs (base stats and learned abilities), shops, monster and their formations, HP/MP curve. The GBA port has some editors too, though afaik not that extensive. If you want to go further than just those numbers, only THEN do you have to get dirty with the code.