praetarius5018

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Everything posted by praetarius5018

  1. All chest traps and Dragon Emperor - though the later doesn't matter unless you go above 99 which is not possible without cheating.
  2. 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
  3. Ok, then its normal - those two skills deal more damage for every level you are above the "caster".
  4. Depends, what's your level compared to theirs (random mob of same area +2)?
  5. Depends on what you're doing; there are two types of regular attack with very different cooldown times, see readme for details.
  6. Version 1.042

    610 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"
  7. 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.
  8. *looks at thread title* yes
  9. 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
  10. 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.
  11. That'd be... not that hard to do actually? Flipside ofc. being that certain bosses "depend" on casting Meteo (desperation mode neo x-death), so if those count too... and otherwise it gets weird... the player has no Meteo left but the boss can pull more stones from outerspace out of his ass...
  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. There's exactly one way.
  14. Lufia 2 - Age of the Sinistrals

    Version 7

    100 downloads

    Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  15. 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.
  16. That would be certainly possible to code. Though at this point I'm not sure how usable or OP this would be. Stuff like Meteo, GoblinPunch and BraveBlade/ChickenKnife are "balanced" around the idea that it can only be one fixed damage type. Will have to think about this one, not sure.
  17. Still my question: what would that gain? Regular FF5 FJF works already and has many, many more variants than could be added in the ROM easily. Plus I've 0 idea for GBA ASM so that'd lose 4 jobs from the pool. And I sadly doubt anyone would ever go so far as to do a challenge run in any of my works. Either way, the "easist" way to get an FJF mode for my mod would be an external generator that modifies a few specific values in the ROM according to "better" randomness than FF5 itself can manage. The FF5 RNG can only have 256 different states. Needed would be at least 720 (6 wind jobs x 6 water jobs w/ mime x 5 fire jobs x 4 earth jobs). So that obviously makes 2/3 of all combinations not possible. Just imagine that this could possibly mean that 70% of teams are stuck with Berserker, glorious times! hmmm.... shouldn't be too hard to port the needed change to a regular FF5, though would still need to write that "generator" - I've no idea how to do that.
  18. Would be theoretically possible. But seeing how many variants are there - what would that gain? I could accommodate one, not all.
  19. There's a random chance that regular enemies get replaced on spawning. E.g. if I've placed a Molebear in a spot the game may randomly decide to give you a Poron or Myconoid instead. That patch adds some bosses to the potential replacements, only the small ones though; huge boss sprites kill the game obviously. They ARE scaled to the current area's level though.
  20. Well, technically you can relatively simply "prevent" save scumming for better stats: have a separate RNG only for the level up stats meaning it only advances when someone levels up or even simpler make stats soft capped by level, e.g. lv1 stat + 3 + level/4 (assuming way below 25% chance) Does it have to be addressed - maybe, probably not. I just wanted to show a potential pitfall which might make it less enjoyable than it could be. Also it seemingly contradicts another of his stated goals: Dumb question from my side: how can roles be defined, how can I plan my team, when the stats are purely random? If a role boils down to a magical nuker and RNG comes up with mostly non-magic stats that falls a bit on its head. Unless I'm mistaken FireEmblem is similar with the stats but there you have a gigantic cast, so a couple bad cases can just be thrown out by the player; with a small cast, every bad egg hurts more. Sorry I'm dragging this point on and on, still curious... forgot to ask this: is this only how the vanilla spells are distributed among the characters or does it include changes to spells themselves, maybe even replacements?
  21. Yes, see it through. But just remember that with the proposed design there's an insane gap between those that play normally (stats are close to mathematical average), those that save scum (stats way above par) and those that have little luck (relevant stats +0). That's what worries me a lot. Dunno, maybe treat it like intended level for the final boss is around 40-50, cap is level 99 for those that get screwed over by RNG too much and cap stats without equipment very low, like even as low as 70. Don't mind me, just my 0.02$ If FF6 is so nice, good, but in FF5 finding those values starting from a random stat block is an adventure and a half...
  22. Ok, so it is indeed a slippery slope (e.g. bad luck once has much more bad luck following OR good luck once increases chance to get even more good luck, imo not a good thing for stats) Example as I understand it: level up to lv30, you had a lv1 stat of 30 1) has gotten every increase to the stat, so has currently 59, making the chance to get an increase 59/256 or 23% 2) has never gotten the stat increase, still sitting at a 30 stat; chance is 30/256 or 11.7% do you have access to the level 1 stats during that formula? I'd suggest a more complex formula for the chance to increase that incorporates the "intended average" stat or something. Though that depends on the data you have access to there.
  23. PIE = piety, most games would call it spirit instead
  24. headered 4097 kb unheadered 4096 kb
  25. I'd like some clarification on the "the higher the stat, the greater the chance it'll increase" point; it does read like a slippery slope. Do you really mean that if I had good luck on my stat so far (got an increase from lv1-10 every time) I'll have even greater odds later on? Does wearing stat enhancing gear factor in this as well? Or do you mean that the chance is relative to the character's base stat? Either way, be careful with this. Not only may it hurt some players but it also hurts your ability to know what a player can "do". E.g. how much damage can they take from boss XY? Just as extreme scenarios: A lucky player (got every HP and defense bonus) could easily eat 3k raw damage hits and laugh it off, while the unlucky player (got bare minimum) will have a game over from a 1.5k hit already. A lucky player may be able to take 2-3 turns per boss turn with "max speed", while the unlucky player can't even muster enough turns to keep up with healing. I'm not saying that random stat growth is necessarily bad, just that there should be a limit as to how bad it can go. And an ATB based game gets hurt even more from this thanks to how powerful "more turns" via higher relative speed is.