praetarius5018

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Posts posted by praetarius5018


  1. 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.

    3 hours ago, Fein-Life said:

    What are the abilities you've given the Mime and what is the stat that mastering him carries over?

    I'm at 65 out of 70 abilities with all my characters on ng+ and only 2 classes aren't getting mastered for each character 

    check the classes.xls
    it tells you which stats increase for each job level and which abilities they have and give.

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  2. 7 minutes ago, Fein-Life said:

    Ya, but what I was saying is that you can't beat gogo in your version the same as in vanilla.

    In vanilla you just wait for a few minutes until he leaves.

    In your version you have to manually press the defend command repeatedly with your characters for several minutes until he leaves. It's the only way.

    It's a bug in this version.

    nope, working as intended

    2 minutes ago, Fein-Life said:

    On a side note, I've discovered another bug that auto kills any enemy, including the superbosses, haha

    details?

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  3. 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.

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  4. 50 minutes ago, Fein-Life said:

    Enjoying the hell out of this. I have a lot of feedback if you're interested when I'm done.

    Yes, please, all of it.

    51 minutes ago, Fein-Life said:

    Is there a farmable location for Kaiser gloves? The monk enhancement accessory?

    I only found them on FallGuard/SteelArm or whatever dude #181 is called now.

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  5. "element display above enemies", let's see what the README says about it

    Quote

     

    ===Field Effect===

    The battle terrain holds 5 elemental icons, displayed above the enemy names in the UI in the bottom left.
    For each matching icon strength of attacks, heals and status effect chance of that element is increased.
    Every element has one element that opposes it which lowers the above effect,
    the opposing element is always the element that also resists it (but is not the same), e.g. earth weakens lightning.

    The 5 initial icons are based on the current battle location.

    Every time an action is used that displays its name at the top, that action's element gets pushed unto the terrain elements
    and removes the oldest one (the left-most icon).

    In short:
    1) use attacks that hit a weakness to increase your offense power via field elements
    2) use the opposing element of your enemy to greatly reduce their power
    3) stack a status effect's element to have a greater chance to bypass status immunities

     

    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.

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  6. 19 hours ago, Fein-Life said:

    Is there a big difference between the 2 patches? I just downloaded your new one. Deciding on whether to start my game over with your new patch

    Yes, a huge one.

    Spoiler

    -added (semi hidden) New Game Plus
    --character levels, job levels, items, magic and abilities carry over
    --cap of total job levels increases from 30 to 70
    --enemy stats increase

    -added field effects in style of Chrono Cross
    --at battle start set to 5 elements based on background
    --field elements change based on element icon in the message box of a used spell or command
    --for weapon based commands an element of equipped weapons is used or water for unarmed
    --all spells that are not affected by any element are given a element solely for the field effect
    --field elements increase damage, heal power and status effect chance of matching element, or lower of the element they oppose
    --effect from field elements on damage of the ability !summon is greater than usual (up to x2.5 instead of x1.5 at max)

    -heal spells now have elements for the purpose of field and relic boost
    -distribution of being targetted changed by enemy from 25/25/25/25 to 32/28/22/18
    -Stomp makes the user more likely to be targetted
    -changed logic of locking single/normal job mod to prevent abuse
    -in single job mode, max level of jobs is increased from 5 to 15
    -lv6+ jobs don't teach new abilities but instead gain double stat increases
    -changed exp gain logic: escaped monster grant 50% exp, multi-killed monster (e.g. revived) grant exp multiple times
    -changed defend MP gain from 100 to 10%maxMP+90
    -while defending/guarding you can now survive lethal attacks with 1 HP if you have at least 1/8 of your max HP left
    -changed remaining boss rare drops to common (100% chance)
    -changed monster formation minimum size for random formations from 3 to 25% of maximum
    -added missing element icons to monster, mix, animal and terrain spells
    -added logic for non-turn-free abilities to also have an element
    -replaced icons for ice and void element
    -Catch: no longer auto fails for monster with health > 25% (50% with item), chance increases with HP loss
    -Release: monster stats increase in New Game Plus
    -Terrain: spells count as earth for "50% magic boost" check (e.g. rods, gaia gear)
    -Terrain: added a chance to cast location-independant spells "Gaia's Wrath" and "Gaia's Lament" instead; chance increases with Geomancer level
    -Terrain/Gaia's Wrath: deals high non-elemental damage to all enemies
    -Terrain/Gaia's Lament: inflicts random status ailments on all enemies
    -added functionality to Mastery passive skill: great increase to overall accuracy, 70% chance to keep !Released monster
    -added new unique katana: Odenta
    -added elemental affinity to status screen: weaknesses and aggregated resistances
    -swords, lances and katanas now use (STR+VIT)/2 instead of STR; axes are only pure STR weapon now
    -modified M formula to lean more towards stats than levels with bonus for dual-stat attacks (85~93 dual [at lv1~99] is about as strong as 99 pure)
    -added diminishing returns for 30+ AGL in regards to ATB speed
    -Poison: changed tick interval from VIT+20 to (VIT+319)/4-agl/2 for player or (VIT+511)/8-agl/2 for monster
    -poison: overworld tick damage decreased from 1/64 to 1/256
    -poison: getting poison state inflicted by terrain now also deals 1/32 damage
    -fixed bug that made rods apply their element twice
    -fixed an incompatibility bug with real hardware and accurate emulators
    -switched a few jobs around between characters
    -increased theoretical maximum of jobs from 21+freelancer to 31+freelancer
    -added experimental hack that speeds up spell animations for 5+ targets
    -reduced cutscene delay from 15 to 12


    Meaning most comments from the old version are useless to me as feedback...

    3 hours ago, Fein-Life said:

    Damn this leveling system is hard... Does the abp get better? This is the new patch.

    ABP is base exp gain / 64

    18 hours ago, Fein-Life said:

    Holy shit, just started new file with your new patch; is the below pic right?

    Kinda looks badass

    What's the 19 / 5 thing, and why is Faris number so low?

    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.

    40 minutes ago, Limstokes said:

    When I read the class skills list I knew I had to rush the !politics ability and it does not disappoint xD it makes farming so much easier!

    What are you farming that you need that ability?

    41 minutes ago, Limstokes said:

    I think I've encountered a bug with turning off exp gain, it doesn't work, although maybe the feature was just disabled? I'll keep you posted if I encounter any other bugs.

    Oh yes, right... forgot that one when I changed the exp gain stuff >.<

    Other feedback is welcome as well, btw.

    43 minutes ago, Limstokes said:

    Otherwise I just want to say this is the best Final Fantasy V mod I've played (not that there is a lot of competition unfortunately...) and that I hope you keep it up!

    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.

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  7. 18 hours ago, Fein-Life said:

    Just patched this game. Before I stream this, quick questions:

    Is there bonus content

    Is this a complete ROM

    Are there serious bugs

    What are the major additions to this rom

    Why haven't I seen this anywhere on the internet???

    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, ....)

    16 hours ago, Fein-Life said:

    Mastered my first set of classes then realized.. there is no freelancer job..?

    Do all classes gain the benefits of the mastered classes now? I.e. Faris mastered a blue mage and switched to thief, does she now have the innate "learning" ability of the blue mage for free?

    I noticed also that my black mage had double grip from the mastered knight haha. Nice.

    Most of the character abilities have random words with no description so I have no idea what some skills do.

    Jup, freelancer is useless; every job has now every innate ability.

    16 hours ago, Fein-Life said:

    Most of the character abilities have random words with no description so I have no idea what some skills do.

    Still same as vanilla.

    16 hours ago, Fein-Life said:

    The item system (at least the early game) is completely busted.

    Please explain what you mean.

    2 hours ago, Fein-Life said:

    A few screenshots from my game.

    I just got the berserker and it's easily the most busted job in the game. I am putting out over 1k damage a turn and he doesn't even go into berserk (I control actions every turn). He has twin cuts which allows him to double strike and 4x double grip (mastered knight) and I can equip 3 more which all stack properly.

    I also have a picture of my HP using 3x Bulwark. I'm only level 17 (not sure what the level cap is) and have 5000 hp.

    Ive also experienced my first game crash. Right after I got the berserker, I put bartz with that job and began grinding right before the next town (I think it's the fire town) and I encountered a 6 pack of wolves, used twin cuts, and my game glitched up and froze. I tried recreating it but was unsuccessful. 

    Otherwise, aside from how busted my characters are, I fucking love this game and what you're doing to it! I'm going to continue updating these posts with my thoughts. 

    There's also many other thoughts and issues ice found in the game but they're all trivial.

    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.

    1

  8. Small status update:

    1) I found a use for the status screen, elemental affinities (replaces the "equip: any" part):

    FF5_status.png

    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:

    FF5_ice.png

    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...

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  9. 1 hour ago, Vaylen said:

    Basically the pokemon formula, correct?

    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.

    1 hour ago, F-Bomb said:

    Does that mean that the power of these attacks will have to be divided by the amount of elemests in the attack, if all the elements act independently.

    I.e. if Merton is a 100 power spell. Is that 50 for wind and 50 for fire. Or is it a 100 pwr spell with some elements added on.

    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.

    12 minutes ago, BTB said:

    Yeah, you're thinking like a human, not a computer. Rounding "down" in this case means dropping the remainder, which would be negative 0.5. Dropping that remainder gives us zero, not negative 1.

    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.

    1

  10. 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:

    Quote

    if (non-elemental) return;
    m = 0;
    for each element {
        if (target is weak to element) m += 4;
        if (target is neutral to element) m += 2;
        if (target is resistant to element) m += 1;
        if (target is immune to element) m += 0;
        if (target absorbs element) m -= 2;
    }
    if (m < 0) {
       m = -m;
       set absorb flag;
    }

    damage = damage * m / 2;
    damage = damage / number of elements;

     

    4

  11. 11 minutes ago, Barnacle_Ed said:

    Praetorius

    can this typo finally die please? I've read my name wrong in exactly this way so many times, it ceased to be funny 3 years ago.

     

    Angela (main character) as Arch Mage, Duran as Lord, Kevin as Dervish.
    I'd suggest Kevin as Godhand instead and then the armor that inverts (de)buffs on him.
    Duran stays the main healer, Kevin can help throw one when Duran is out of mana.

    Carlie (main character) as Bishop, Kevin as God Hand, Lise as Dragon Master.
    Looks good.

    Hawk (main character) as Ninja Master, Lise as Vanadise, Duran as Duelist.
    Alternatively: Ninja Master, Star Lancer, Bishop
    Bishop's final weapon runs on PIE, so is roughly as strong as Duelist on a medium weapon, while still having some spell damage to boot

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  12. 1 hour ago, Mck said:

    Is there any other patch you would recommend / have worked on for a SNES jrpg (or game)?

    What I'd recommend?
    Check the download section here. That's as biased an answer as you'll get from me.

    What I've personally created?

    My current project is a FF5 hack though that is in no playable state right now.

    1 hour ago, Mck said:

    One other question. I can't seem to find the secret shop, I think I must be blind. Any hint more specific than the one in the readme?

    Desert town. Dude doesn't look like the regular traders.

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  13. What OS do you have?

    In case of Win10 - delete the spyware and get a real OS.

    Win7:

    get LunarIPS, that might already associate .ips files with it.
    If so, just double click on the appropriate patch (depending on whether you ROM is headered or not) and then select the ROM in the file select dialog.
    If not, double click on LunarIPS then apply patch, select the patch and then the ROM.

    Other OSes: sorry, you'll have to look that up with a search engine of your choice.

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  14. That's the MP economy, but you can also look at the turn economy and risks;
    just imagine that Fire barely does not kill the target and Ice just barely does.
    Then you'd need 2x Fire or Fire + anything else, using more turns and MP, maybe even risking eating a counter attack.

    And I guess the deal gets better at the higher tiers.
    Fire -> Ice is +50% MP cost
    Fire2/3 -> Ice2/3 only +25%
    while damage ratio stays the same (+1/9)

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  15. 14 hours ago, Larc said:

    That sounds interesting. So black curse cast onto a character wearing the armor I imagined (granting the target all buffs instead of all debuffs) would mess with the program in some way?

    And having the armor equipped at all would cause characters to learn the wrong spells?

    The game has potential counterparts for power up in power down, etc, but there is no opposite of black curse. That's what I meant.

    Well, the game uses the same function to "get" the spells for your ring menu and for checking against already learned spells;
    if I'd really replace power up with power down, on the next level up you'd learn power up again and the armor would change that then to a second power down, repeat until you know 12 times the same spell. Not a good end point for characters that have 12 spells already.

    14 hours ago, Larc said:

    My mistake.  But if that was your intention, I do stand by the idea that the armor should be on par with the +healing armor's defenses if "medium" is considered middle of the road because it seems like an unnecessary cost for choosing flexibility in party makeup instead of flexibility in party aptitude.

    This can go either way; I think that if you'd choose the inversion armor it grants you a real advantage over just using the "boring" wendel armor (which was supposed to be the point of reference for an "average" armor).

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