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Everything posted by praetarius5018

  1. Current Version: v1.035, 2017/10/15 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
  2. You could use one of the demon statues that some bosses add to your item storage to remove the penalty. Speaking of which, Nesouk, if you still have those, you can sell them for 2k each.
  3. I meant the first screen south of that town that has an enemy; that way you only have to fight one enemy per chest (actual rate depending on difficulty) instead of 3-6 enemies for one chest. Also, are those quotes supposed to be empty or does something not load on my side?
  4. You should maybe farm the lone enemy south of the snow town to get enough ??? seeds for the class change.
  5. oh, is it that obvious it will be a total trainwreck?
  6. 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
  7. not sure if I should corrected or have proven my point new white spell list: new black spell list: new blue spell list new time spell list new spellblade list additional changes: MP "damage" that exceeds current MP damages ATB (= longer delay until next turn) The relevant element for most attacks will be shown in the top display (only one color for those though...) can now rename character in first slot any time that menu is available (just via holding L or R while entering menu) doesn't affect "story" dialog yet, since those are hardcoded, only menus. maybe later.
  8. not even 2 weeks without a new patch despite me being "done", v1.035 excluded a few cinematic and boss death animations from being skippable via optional patch fixed light-Angela having wrong weakness to fire instead of ice fixed bug that made spell power armor not turn spells non elemental replaced "magic up" with "increases generic magic and damage item power" in documentation for greater clarity
  9. as the saying goes: "pic or it didn't happen, pic and it was photoshopped" - congratz
  10. When I tried it made no difference whether the text boxes were shown or not. Menu was unreachable for equal lengths.
  11. Was suggested but didn't work out. The lines are for speed up/down buffs, I think. Just yet another way to icnrease lag in this game.
  12. 1) they work on everything that has enough levels left to drain 2) those weapons only change your atk stat but defense is the same as for regular weapons 3) former boss is neutral with resists, later boss has proper weaknesses 4) yes, all 5) yeah, should probably do that - though it was funny to skip a minute worth of animations in charlie's intro alone
  13. In the same archive as the patch.
  14. This was a conscious design desicion. You're not supposed to buy every weapon/armor - and neither would you have the inventory space for it, unless you like fighting with the storage system which is horrible. Theoretically there IS a libra like effect - but every translation patch I've tried breaks it. And on J it is almost too fast to read it anyway, not that it was flawless there to begin with.
  15. I've exactly 0 idea how any of this works in a *nix environment. So if that is a general patching problem I'm the wrong guy. What is the size of the ROM? Right would be 4096 kb (unheadered ROM), if it is slightly bigger with 4097 kb it is a headered ROM, not suitable for the patch. If it is the right size, what exactly is the problem you experience?
  16. Defend: selfish, "sorry, I was busy watching my own HP, I didn't see that monster eating your face" Image: selfless, basically an image creates a fake you; if a monster attacks he just always chooses wrong but if you throw yourself before someone there is no choice for the monster to make Row: selfless, you can't cover someone from an attack to their face by standing behind their back; on the flipside they have committed themself to cover alternatively, you can only cover for people in the same row - switching rows cost a turn, yes?
  17. Thank you. Well, 3 spells - 100 Tentacles, Tidal Wave and Squid Ink. And supposedly sprite exists in the game as well. I'm happy we didn't get the boss there - just imagine doing Genova, Bill/Ben, Gorva, Bucca Island and only THEN finding out you don't have enough black market supplies or certain armor items or whatever. If you want to get them you have to reload a pre-Genova save in vanilla and do it all over again. Also story wise there weren't any unaffiliated bosses (either with the 3 factions or monster feeding on the mana stones or the like), so he'd probably take the spot of the water/ice boss and the manastone would have been somewhere around bucca? hmm... maybe that is why Fiegmund looks so fishy and less like an ice boss.
  18. Only all your stuff. Though he should have used a big buff afterwards on himself as well. Well, there's a story to that. I know noone cares about it so I'll tell it anyway. It is possible to defeat vanilla Archdemon completely, both "forms" (well, shared health pool, just a different sets of moves really), so fast he gets 0 attacks in, not even enough time to transform into the phase 2 sprite. Also if it took 1-2 minutes on your site, the timing was indeed perfect So my notes on how to make this boss harder were basically: "...does he even attack? maybe have him attack at all would be a start" For extra hilarity DragonScholar's files on boss AI ALSO do not listen any AI for that boss. Does it count if I developed only on hard difficulty and had test teams that were more or less normal (or in some cases actually disadvantaged because of huge version difference between their creation and current state of art)? Could you please put videos in spoiler tags? I think that'd make it easier on navigation/load times.
  19. 2 and 3 were just dummies, they only had a name and spell data that amounted to "do nothing". So I took 2 and gave it the Ancient animation (since I had nothing better) and stats I thought appropriate for that boss. I think I made it so one of the final bosses has 0 evade but (comparatively) high defense, one has lowish defense but high evade and the third is inbetween. I guess this was the former. I mean he is a few levels higher than the previous boss and his shifting weakness/resistance scheme makes it useless to use sabers, so maybe that's why it felt low? None, same as for his uber anti magic Archdemon was supposedly the hard path in vanilla SD3 so I held almost nothing back on that final boss. Also if nothing bugged up this time he should have given you a lot of time at the start of the fight.
  20. There's supposedly a boss that was planned and either not finished or just dummied out (I found nothing to summon him at least) - either way his spells are there. And I certainly didn't let those and a dummy spell or two go to waste. E.g. "100 tentacles" (yes it is called that) went to a certain clown. I think the only spell I haven't used anywhere is Ancient 3. As if doomsday 1.0 and 2.0 weren't enough...
  21. You can just hit the quote button multiple times, it'll insert the full quote each time and there you can delete the text you don't want quoted.
  22. That's interesting. I thought the animation was just for show Do you happen to have a in-game save still before the boss?
  23. Yeah, in general watch what "day" it is in the menu; if it matches to the element the boss uses change it ASAP because it boosts all damage of that kind. Stay at an INN, use dreamsee herbs or just run another round to the dungeon. That won't help much; I changed AI behaviour, stats AND weaknesses. Btw. the stove is weak to ice and earth, most classes can abuse the later weakness earlier so I gave him both. If you don't have diamond saber, buy the respective claw in the black market in byzel for your main attacker. Also, be happy: in the original you fight a second much tougher boss right after with no option to leave inbetween.
  24. I can't add more slots but what I did was that in-battle passive abilities are replaced with certain active abilities, specifically with !Item, !Fight, !Brave (take two actions now, double delay until next turn), !Scan in that order whichever you don't have yet. So if you put on your Thief: !Steal (always set because of class) Politics (passive that gives you 2x items on steal and from victory spoils) Counter Evade you can in-battle select from: !Steal !Brave !Fight !Item but still get the benefits from the 3 passive skills. Innate abilities now count for all classes, not only for Mime and Freelancer. As for knowing which are innate: Plus Freelancer is not selectable once you have switched. Well, in short every class is like the vanilla Mime. I hope that answers that slightly.
  25. Yes. weird, I could have sworn the former had the other kind No, they are fire elemental and hit against physical defense. You can use them against fire absorbing enemies after you use anti-magc on them. Only then will the debuff work.