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Posts posted by praetarius5018

  1. 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).


  2. 47 minutes ago, Larc said:

    However, I found that they don't actually change the (de)buffs applied to the character wearing the armor, but rather they change the buff the character casts themselves, which I think might be unintended.

    No, that is the intended effect.
    The alternative would have not worked with black curse and messed up spell learning.

    That's why the effect reads as "change buff effects into debuffs and vice versa" and not just "exchanges buff spells with equivalent debuff spells"

    55 minutes ago, Larc said:

    Currently, there's no benefit to the current armors that I can see other than allowing you to have one character buff your team while another with the exact same spells debuffs enemies, in case you happened to pick two characters with the same (de)buffs as each other.

    The intent was stuff like that, especially to have more options for a "full buff" char that isn't yet again for the billionst time light Lise.

    44 minutes ago, Larc said:

    Also, Lord's speed down isn't marked as multi-target in the classes.txt but functions as such in game.

    And now the big question is which is the typo? in the txt or in the ips?


  3. On 19.1.2018 at 2:59 AM, Caliber70 said:

    there are a few problems with this game, and i am going to compare it to pokemon because you added types into this game like pokemon.

    what types? there are none.

    On 19.1.2018 at 2:59 AM, Caliber70 said:

    in SD3 that combat is not currently designed like that, we have to consult a document file outside the game to be performing at our best, and this switching between the game screen to the document screen outside becomes a chore, it slows down the flow of combat and it is an extra step to drain our energy as well as break our game immersion, while in pokemon everything you need to know is given inside the actual game.  in pokemon we have "IT'S SUPER EFFECTIVE" or "IT'S NOT VERY EFFECTIVE" or "IT HAD NO EFFECT".  With those simple 3 messages a first time player in that game will eventually memorize the entire type chart simply from knowing the unit's type and attack's type, assuming the player is literate and paying attention.  SD3 is flawed, glitchy and feels rushed, you were patching the vanilla game I am sure you already knew this, it is still an amazing game.

    sorry, but this comparison is completely ass-backwards.
    how is it harder to learn 100 types over 8 elements than 700 with 18 elements!??
    you can/have to look up a type chart in both cases.

    in pokemon you have potentially over 700 monster types for which you'd have to either learn or look up their types. and you absolutely MUST follow those types AND learn a type chart.

    here you have only about 100 monster types. there is NO type chart you have to learn. every monster has their own "type logic". plus you have several non-elemental options.
    "it's not very effective, the opponent still died in one hit because of move power, STAB, EV, genes and other crap" vs "wrong type, you deal 0/1 damage, the end", sorry but the later is more consistent.

    On 19.1.2018 at 2:59 AM, Caliber70 said:

    The boss documentation is also incomplete, I am currently reading the file from patch v1042 and Landumber's weakness is listed as "stereotype", which is completely useless information.

    How so?
    What is the stereotype of a rock-like enemy in gaming? Maybe unreasonable resistant to (physical) attacks? Let's equate that to physical immunity here.
    What can you do in the scope of this hack then? Anti-magic?

    These hints are not meant as a straight forward cheat sheet. I mean if I gave you every solution to this game there'd be no game left - boring.

    On 19.1.2018 at 2:59 AM, Caliber70 said:

    the current equipment document is not set up to be easy to read, for me, knowing what each shop in each city is selling for ALL characters is far more useful to me than knowing what the whole list of equipment for one character is, for example to check the list for Kevin's weapons in Forcena I need to scroll down to the Kevin section, find the city, then to check Lisa's I have to repeat the process, when having a "Forcena" section, the entire stock listed there, weapons armor accessories and all for each character would be far more useful and easier to use.

    outside of the seed-only weapons, all items are identical across characters. the weapon in forcena for Duran has the exact same properties as the one for Hawk.
    the only difference is the name and who can equip it.

    On 19.1.2018 at 2:59 AM, Caliber70 said:

    The second fix I suggest you consider simplifying the type chart to some degree, this might just be years of conditioning from pokemon but I never got why the cockatrice was weak to water but not thunder or earth.

    There is no type chart.
    Each enemy type has a unique setup of elemental strength/weaknesses, according to what I thought made sense - and a few diviations to make certain elements not universally dominant, I'm looking at you holy and fire.
    Cockatrice is not weak to earth because it can petrify others. It is not weak to air because it can evolve into a bird which would be massively unfair when you start casting an air spell while it is a cockatrice but finish casting when it has evolved into its Cockabird form which is immune to air. I had about 5 enemies weak to ice at the time and 12+ weak to fire, and deep frozen beings have a hard time to "evolve" or adapt to life changes.

    On 19.1.2018 at 2:59 AM, Caliber70 said:

    Also to help with the combat flow, change the damage numbers according to strength and weaknesses.  "super effective" would be red numbers, neutral would be yellow, not effective purple?  healing and magic steal green for both allies and enemies, reflect blue? crits white?  whatever it is, to me the super effective/not effective color split is the most important and useful change that can be done for the player.

    The general idea is ok but it can't be done.
    The most stupid reason: the game only has 4 colors for such text popups (yellow, green, red, purple). I tried the "5th" color and got a screen full of rainbows spit at me.
    The second stupid reason: there's a big disjunction between where the damage is calculated (start of a swing for all enemies that are "currently close enough but might not be anymore when the attack finishes") and where the popup happens. The gap is so big that the game doesn't even know yet if the attack actually hits the target.
    It just throws the potential damage number on a per-character pile.
    For the current crit/lv1 tech indicator this is a bit different because I still know when the hit happens who is currently attacking (for Lv1 tech) or what "kind" of attack it was (a crit has a bit different routine than regular)

    Plus it'd be impossible to show at the same time whether a hit was a crit or effective. And there is no other indicator for crits except higher damage.

    Also it'd be yet another chart you'd have to study: "what did purple numbers with green border and white dots mean again?"


  4. There are even two "counter" mechanics.

    1) The retaliation spell enemies/bosses had; from vanilla: usually when you hit an enemy's weakness via spell or any Lv2/3 tech at all they'd "counter" with a strong attack of their own.
    This has been changed to an incremental built up (let's call it aggro) instead of a 1:1 trade but now also includes normal hits and Lv1 techs; "weaker" types (normal hit, lv1 tech) take longer until they trigger a reaction than stronger types (lv2/3 tech, spells).

    2) Completely new, a counter attack by the player;
    if you hit an enemy with a lv1 tech during their attack animation or shortly after (I think up to 3 secs after), you deal increased damage (how much more depends largely on weapon and to a minor degree on enemy type) and reset the aggro of enemy's counter.
    Certain weapons or accessoires give additional benefits to this, like permanently reducing defense (stackable even) or healing the party.


  5. More or less the same as before.
    Only major change that you should be able to get some from enemies' rare drops (e.g. from Boulder, Evil Shaman).
    On most physical resistant regular enemies you should be able to just ignore them, for everything else there's damage spells.

    just for damage:

    • Lugar - only 50% physical immune, so Anti-Magic halves time needed to win
    • Landumber - physical immune and reflects his own weakness; imo the only one where Anti-Magic is a strict requirement because of his timelimit


    other effects:

    • Lightgazer - so you can hit him with a heal nerf of your own
    • Heath - same as Lightgazer, maybe add poison for best effect (yes, standard status effects do work on some bosses here, 4 to be exact, he is one, and the combo with anti-magic is hilarious)
    • several bosses - cancel saber absorption/reflection of the element they cast on you

    often mistaken for physical immune but aren't:

    • Zable's right head
    • Darkshine Knight - spoiler: magic isn't the solution here

  6. 2 hours ago, mugenbb6 said:

    So I've been doing it wrong. Didn't realize mp regenerates, but with the low mp cap and slow mp regen, that means I'm throttled. :(

    There's leaf saber - which recovers 1+ MP per hit - , a weapon has that as innate effect or an accessoire for the same.
    Or an accessoire that allows to pay in HP instead.

    2 hours ago, mugenbb6 said:

    I also get into an endless gigaburn loop.

    Care to elaborate?
    If it is an animation that doesn't end, there's an unfixable bug with the game if it has been relatively long since you re-loaded your save file (savestates do NOT count!!!!) which has all kinds of weird effects....
    I repeat this line like every page in this thread....


  7. You get full MP on victory, and regenerating MP during battle - trust me, you can use it a lot more than it seems to.

    And pre class change noone is not really supposed to have much in the way of spell casting. You're mainly supposed to "learn" regular combat.

    As for who is and isn't a support class - that depends on you; basically everyone learns spells that fit that criteria.


  8. This.

    More in depth, you don't use any item up in this version, instead you get a cooldown for ALL items on that character, this includes !Item, !Mix, !Throw and !Drink.
    A few items have fixed length cooldowns but get stronger with higher stacks, e.g. a 1-stack potion heals 50, 99 potions 1250 but cooldown is static; compare with elixir which always recovers all HP but gets cooldown reduction from "try again next battle" at 1 copy down to about 10 turns at a 99 stack; ok MP recovered increases also (15 -> 100).

    Cooldown can be speed up with defending and the time spell "Renew".

    Breaking rods does not give a cooldown but is one of two categories that still use up items at all.
    The other being tents.


    I'd not be surprised if this change dropped Chemist from most-powerful-job-if-you-know-what-you-do to second worst.


  9. Sorry, but I won't even contemplate real party advise until I'm "95% done".
    You can turn single mode off any time you want, only activating it is limited to the start.
    Of course, you can get a penalty for "illegal" classes then (same as if you'd use the 10 gold Sage Stone from the first shop for that purpose).

    Last I checked all bosses had guaranteed drops.
    Or do you mean steals? Those haven't been changed.
    So whether that is worth bothering is more or less the same answer as it was in vanilla.


  10. Download


    If someone wants to try it:
    At this point I'm mostly looking for feedback on mechanics, less on numbers. Don't expect the later to be merciful.

    Also, please change the names of all party members (hold L or R when opening the menu, opens name change for lead character)
    and tell me dialogs where they still display the vanilla names, I might have forgotten a text box or fifty.

    Beginner house has not yet changed dialog, I want to touch that once I'm certain mechanics work, and not just in the non-buggy sense.

    And of course as is typical for me the package includes too much documentation nobody will read.
    I hope this will not be as necessary at the end as with SD3, at most the element table will be...



  11. 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.


  12. 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..


  13. 3 hours ago, pfanne said:

    Am I likely to encounter any problems with the safe files or other issues if I switch the difficulty mid playthrough?

    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.