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Everything posted by praetarius5018

  1. If you leave passive slots empty you'll get nothing in them. Also you can't put passives into the active slots anymore; !job ability + 6 passives had too many shenanigans >.> But if you leave an active slot unused those will still be filled with !item, etc. just to prevent smartasses from softlocking themselves too easily. !Genome - like many other abilities at this point - is a set of 8 skills. Those are learned by defeating specific enemy types while you have a vamp in the party (kinda like FF5a necro but less stupid and 2.5 worlds earlier available) It'll have fun stuff like: Absorb - deal ice magic damage and heal your party by the split of the damage Hunter - physical attack with recoil damage DarkCure - heal HP + some status (remember that vampire is undead so would take damage from that) Possess - caster is removed from battle to increase all stats of target ally Sacrifice - target ally is removed from battle to increase caster's stats That set is accompanied by !Oath which has the same unlock method and allows you to summon certain enemies like Skeleton, Zombiedragon or Gil Turtle.
  2. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event saving is always enabled most importantly - a New Game Plus mode!
  3. so before this topic collects too much dust, a little status update also, blame BlackLiquidSrw I hope to have "1.0" ready by june.
  4. by itself it should be no problem though I don't know how enemy's spell single target selection would work out then - I guess it should favor character #1 then
  5. Current Version: v1.050, 2019/04/01 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
  6. Not really, at this point I've done most of what I wanted to.
  7. 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!
  8. I'd at least disagree with most decisions, even with the theorie. Just upping damage doesn't profit bosses that rely on anything outside of pure damage, like fraction damage attacks, status effects or other gimmicks. You'd probably just want to increase speed for those bosses. HP is just too high, that's less challenging and more just tedium. Also if you start with 7k HP on the first boss already you would soon run out of room to increase the values for the remaining 40+ bosses. Plus this over-inflated HP will just encourage use of fraction damage as soon as it becomes available. Most of your decisions just ignore most of what I've done with the hack - no stat changes (as counterproductive as they are) for the new jobs, you didn't address the really powerful tactics of status/instant death/fraction damage vs bosses, etc. Also you contradict yourself: now, which is it? note: split this from main topic for further discussion
  9. Did you confirm if that even works? What about the new jobs? I guess not because I didn't give any of the listed values to a job; mine are in the 20-28 range, not 40+. Also how the hell would you beat even the tutorial boss if you really gave him 600+ MP which translates to 7(!) turns before you can do anything at all. Though I guess you didn't really try if your changes work the way you think they should because monster do actually not have a starting MP value. What was the MP value is now a couple of bit flags; like what stat level to use, if it is a boss type, if it should crash the game on regular attack, ... Did you verify/modify the boss LP? Cause 3.5k HP x2 (+1 LP) for Raptor sounds very tedious; 7k HP with just 50~100 damage per attack will take ages... I'm guessing if that trend keeps up, the final boss has about 1m HP for each of its 5 pieces. Or what about NG+ mode? Checked that? Also, yes I'm just mad that you got my username wrong.
  10. this doesn't sound just like a grind fest and not well thought out. 5x HP on bosses, less exp gain later jobs are stronger? thanks, you can unlock all of them for 10gil in the first town! plus just inflating HP without recognizing instant death effects will not have much on an impact on late game durability
  11. less rebalance, more extra content (skills, final bosses that actually put up a fight) the difficulty curve should be still like vanilla just a step or 2 higher (I went through every single enemy and increased stats and power of special moves by a certain percentage). Tarantula and early Gades should still be the top candidates for hardest boss fight before the final. I'd guess the effect is actually stronger here than in vanilla for Tarantula as it still suffers from a massive case of early game = lack of options (especially no AC) hard mode increases enemy damage before defense so the effect will just become bigger as the game goes on (same for damage reduction for player) If I had to order the final bosses by difficulty I'd say: Egg Dragon > Guard Daos > Amon > Erim > Gades > Daos Daos isn't really a boss, more like a warm up before the real boss. I mean I didn't really have anything to work with for him. Gades, Amon and especially Erim (because of her L3 Iria battle) have a lot of material to work with from Lufia 1-3. But Daos? He orders his minions around (who are beaten at this point), has his S.F., casts high tier spells, Dark Reflector/Scary Memory and has a crippling weakness to gambling. Dunno, if I ever get around to a V9 I'll probably stretch the lore around him a lot to make him more interesting.
  12. Didn't another item also have the Dash IP?
  13. So, what about Spido Jewel's Debuff IP? I can't put that on my head. Or Fury & Angry Rings with Dread (DFP down) Btw. having Uni Jewel give Dash IP would currently also break the stone pattern
  14. I honestly don't care about the gem itself. I just needed another item that has access to a ATP debuff IP and saw that the Uni Jewel wasn't obtainable. So I just added it and slapped the first ATP debuff on it that wasn't Swordsplitter. That's all there is to it.
  15. I think Merix is better since you can buy the Warp spell there, so less chance to get yourself stuck there. Also it comes shortly after the 1st Gades fight where you may have just loaded all the spells you could find on your party to beat him. I didn't change the element of Stardust Blow. Dash at that point wouldn't be too useful, you've access to regular skills that deal comparable damage without using IP you want for more important skills.
  16. V8 skill reset now only subtracts stats gained from skills doubled monster item drop rate edited EggDragon's AI & stats fixed HP overflow through healing reduced Guard Daos' ATP and INT from 800 to 760 reduced Master's HP from 19980 to 9980 fixed Demise targetting themselves after Mirror reduced Copper Dragon's HP from 4800 to 4000 reduced Copper Dragon's Cinder Blast power from 1200 to 1100 increased Copper Dragon's ATP from 860 to 880 reduced Silver Dragon's HP from 5600 to 4500 reduced Silver Dragon's Cinder Blast power from 1400 to 1120 reduced Silver Dragon's ATP from 904 to 880 reduced Gold Dragon's HP from 6500 to 5000 reduced Gold Dragon's ATP from 952 to 880 increased Gold Dragon's INT from 560 to 640 reduced Gold Dragon's Stardust power from 1600 to 1140 changed 2 Lion boss fight into 1 Trick Lion + 1 Fake Lion; each uses their namesake spell and drops same ring if beaten first Trick Ring now increases STR by 30 instead of ATP by 10 Fake Ring now increases AGL by 20 instead of ATP by 10 Uni Jewel now increases DFP by 30 and HP by 35 instead of ATP by 50 Uni Jewel has now IP Meltdown instead of Dash Unicorn (fish) now has a chance to drop Uni Jewel Revive Armor grants +40 maxHP Holy Robe grants +20 maxHP Muscle ring grants +10 maxHP Old Shield grants +30 maxHP Tough Glove grants +15 maxHP Holy Wings grants +25 maxMP Magic Bikini grants +50 maxMP Cut-All ATP multiplier reduced from x0.8 to x0.75 Turmoil ATP multiplier increased from x0.5 to x0.6, MP cost increased from 10 to 14 Blitz MP cost from 25 to 33 Darkness ATP multiplier reduced from x2 to x1.25 Darkhole magic power increased from 1200 to 1350 Meteor magic power increased from 2x INT to 2.25x INT Clarity INT buff increased from 15% to 20% Dread now debuffs DFP and MGR by 10% instead of only DFP reworked %HP damage IPs to be independant of row, DFP and variance reduced Fatal Blow IP from 1/2 HP damage to 1/3 increased Battlecry IP from 1/6 HP damage to 1/5 increased Ax attack IP from 1/8 HP damage to 1/6 increased Devastation IP from 1/8 HP damage to 1/6
  17. uploaded a v2 of the randomizer which prevents item shops from potentially getting the same consumable item multiple times and disables exp randomization since that caused underflows
  18. randomizer is in a seperate zip, you'll need java installed to run the file
  19. v1.050 allowed Lise to equip Red Heat, Thunder God and Gold Shield, buyable in Byzel with her in party Vanadise-Lise no longer learns her buffs MT, only ST increased crit damage factor by luck stat from 110-140 to 115-150 increased attack bonus from gear reduced gain from castspeed stat by 7% lowered Gorva's HP and physical defense added a small randomizer program don't expect much from the last bullet point; I just wanted to practice byte math a bit because I've to deal with that at work a lot soon - and yes, in that language >.>
  20. Is intentional. Probably not the only thing I forgot to add somewhere. Yeah, that can only go well. NG+ strengthens enemies quite a bit; the creeps at the beginning are roughly on par stat wise with endgame enemies.
  21. If you need the class change items you can just buy them in the mid-desert town.
  22. in that comparison the light attacks would be more like wildly swinging around; more likely to miss than to hit but may also catch the opponent off guard (crit) strong attacks have 2 ups and 2 downs: +more damage +more accuracy -longer cooldown -less crits
  23. strong attack has more base damage and less variance: less chance to get misses less chance to get crits
  24. I'd rather base it on the target. Something with high evade like Ninjas? Strong attack. Something that is about to become unhittable (FMH, Gorva, Fiegmund)? Give it one strong attack when the longer cooldown doesn't matter. Otherwise you're likely better off to use quick attacks.
  25. 1) overlevelling/compensating with Red Moon Horns [won't work too well against endgame bosses, final bosses are flat out too high for this] 2) undead armor you can buy on ghost ship, but then you'll have a problem with healing 3) Wishbone you'll be able to buy soon after 4) killing him before he uses it - kinda goes hand in hand with 1