praetarius5018

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Everything posted by praetarius5018

  1. Version 1.042

    1377 downloads

    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. 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)
  3. 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. 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).
  4. Current Version: v1.042, 2017/11/04 Sister thread (probably down forever) 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" Roadmap until v1.0 Potential ideas towards v2.0
  5. 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" 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. And now the big question is which is the typo? in the txt or in the ips?
  6. what types? there are none. 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. 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. 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. 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. 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?"
  7. yes to both
  8. 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.
  9. 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: other effects: often mistaken for physical immune but aren't:
  10. Is counted only once.
  11. Depends what kind of trouble they give specifically. Each godbeast is numerically weaker than most regular bosses of their level would be. Though each has a trick (or fifty) to them that more than makes up for that.
  12. 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. 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....
  13. Depends, as a continous effect or a buff or one cast = less cooldown left? Also not without removing any other song. I'm sorta already at the limit of what can be added.
  14. So I got the feeling that the increasingly misnamed Final Fantasy series is wholly underrepresented on this site at only 5 out of 13 uploaded mods. Jokes aside, I wanna brainstorm some ideas what could be done with this game. 1) MP/action economy Battle starts with 0 MP, except for certain class bonus (below) and some equipment. ELEMENT1 spells would cost 0 MP, stronger and more specific spells > 0. Magic damage would have to be reworked so that even the lowest spells remain relevant. Guarding would grant 100 MP, next to the usual recovery options like Ethers and Osmose. If MP is at least 100 at the end of a turn, that character skips wait and immediatly gets to act again. If you're seeing parallels to Bravely Default, it was kinda the inspiration. To make that relevant, a form of nATB is required. And yes, that makes the Quick spell useless. Replace it and be happy over some freed RAM. 2) classes We have 4 characters and all have access to the same 22 classes, including Freelancer and Mime. No more! Noone gets to keep the Hobo class, they learned a profession after all Aside from that, I'd block 6 classes per character, so each one has 15 classes to choose from. E.g. Bartz can never be a Chemist while Lenna just doesn't have it in her to go Berserker. Less breakage, more character diversity. Each class gets to teach 7 abilities, some duplicates across classes for the basics, but the heavy stuff like !X-Fight and !X-Magic should stay unique and as a 7th ability. Additionally stupid stuff like White1-6 goes and only teaches White once. You don't have to learn 6 times how to wield a sword either, neither has !Blue that problem. Changing into a class no longer changes stats, instead levelling a class grants permanent stat bonuses, 3 out of HP, MP (starting bonus and max), STR, AGL, MAG, VIT. Duplicates possible. E.g. each level of Monk gives +2x VIT and +1x HP (30 HP before VIT %bonus) ABP required should not be based on which ability you learn next but purely on how many class levels you already have. 3) items Consumables aren't used up, instead you get a cooldown during which you can't use !Item. Higher item stacks increase effect or lower cooldown. E.g. 1x Potion heals 30 HP, 99x Potion 2000 HP. Would probably require to prohibit out of battle healing coupled with a free mini heal after victory. 4) equipment Equipment is changed from Helm, Armor and Relic to 3x Relic. Non-shields would have to get renamed. 5) elements Everything could get one of the eight elements this game has instead of 90% neutral. Weapons could belong to one element per type, i.e. swords would be fire except for special cases. Armors for defensive obviously, each element would give 2 resistances and 2 weaknesses, mix gear badly and you're suddenly weak to 6 elements. The only thing I'd allow to be neutral would be the final boss. Everything else, enemy or otherwise, should have elemental affinity (i.e. weaknesses). Warning: utter drawing incompetence ahead (8x8px per icon times negative talent) to the left how it could look ingame, to the right just all 8 element icons: fire, ice, lightning, water, wind, earth, poison, holy
  15. 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.
  16. 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.
  17. hmm... ok, a few do have rare drops. but if you have 0 copies of that yet you should get it 100%, and I don't think you'll miss not getting a turtle shell from carbunkle.
  18. 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.
  19. one thing I might have not meantioned; if an enemy has a rare drop (1/16 chance) and you have no copy of that yet (inventory, equipped or already in battle wards), you get it 100%. this should happen as soon as the "tutorial" fight with two goblins, they have a rare drop of a ruby relic
  20. 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...
  21. All chest traps and Dragon Emperor - though the later doesn't matter unless you go above 99 which is not possible without cheating.
  22. Ok, then its normal - those two skills deal more damage for every level you are above the "caster".
  23. Depends, what's your level compared to theirs (random mob of same area +2)?
  24. Depends on what you're doing; there are two types of regular attack with very different cooldown times, see readme for details.
  25. 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.