praetarius5018

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Everything posted by praetarius5018

  1. Hmsong's non-SoM patches

    as alternate ids I have: Bill/Ben: 63, DA Lugar: 69, D7 Koren: 6F, AF Deathjester: 70, B4 Jagan: 71, B2 Heath: 74, B5 Dangaard; 78, 107 make sure you change the exp value BEFORE you enter the room.
  2. Hmsong's non-SoM patches

    They should use 110DF6 and 111EB2 for that. For the human sized bosses there always seem to be 2 full stat version and it is chosen randomly which gets used.
  3. Current Version: v1.200, 2020/04/24 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
  4. Hmsong's non-SoM patches

    That sounds way better than trying to meddle with potentially story related triggers.
  5. Hmsong's non-SoM patches

    I wouldn't count losing access to the item a bad thing; magic reflection can be quite broken or useless with little to no middle ground.
  6. Hmsong's non-SoM patches

    same, also I don't see the point in fretting over a few chest chances.
  7. Hmsong's non-SoM patches

    The former.
  8. Hmsong's non-SoM patches

    chance for chest at all: 1/3, independant of monster type chance for rare item is: ((LUCK+5) x LUCK) / 10 + flat chance from enemy out of 100 if it results in a rare item it is simply 1/6 for each of the possible rare drops if it results in a common drop instead, 1/3 for each common drop, straight forward really there's a routine in the game that runs every so often (after every kill?) and if it sees that you have 20+ luck it just randomly decides to max your luck out. I don't know why it is there but it is. Combine it with the above and you get a rare drop rate of "yes" or at least very close to it.
  9. Hmsong's non-SoM patches

    11C3E0-area one row per enemy 11C3E0 - base chance rare drop pre luck 11C3E1-6 - all 20? seem unused 11C3E7-C - rare items 11C3ED-F - common items Like it being impossible to get the "common" items once you get 20+ luck?
  10. weapon and armor stats help?

    it works the exact same as p.def T1T2 stat factor for both magic defenses (byte T1 is x int and T2 for pie) UU m.def (int) VV m.def (pie) m.def (int) = [INT x T1] + UU m.def (pie, hidden) = [PIE x T2] + VV
  11. Character/Job Party Recommendations

    Going by the code this would be more a sequence break than a bug. Maybe that is the reason the rabite family gives so pitiful exp - they might have known of this and lazily patched it that way. Well, there's not much I can do against people that love to grind.
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    only old versions of Snes9x have shown problems, more recent ones were fine. well, as fine as sd3 can run.
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    Sounds like you equipped the undead armor, all items have effects, not just stats, check the xls sheet for details.
  14. Lufia 2 - Age of the Sinistrals

    that has got nothing to do with each other at all; you go and demand I change the hack even further away from what my vision for it is and I say no to that, but that doesn't say anything about me working around how BSNES handles mirrored rom sections different (fucking LoRom), the specs I have disagree with the behaviour of BSNES, in older versions it worked, so dunno. not a concern atm, got other stuff that has priority.
  15. 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!
  16. Lufia 2 - Age of the Sinistrals

    My original design idea was 20 skill slots and no reset at all. So the only change I'd go for is exactly that.
  17. Character/Job Party Recommendations

    It will only proc on crits and counters. From what I've heard noone ever skimps on VIT and half the caster have luck as secondary damage stat. Overall I think the threat of crits is overstated; I had a test Angela with 15 VIT (never put a point there) take a measly 100~120 damage from lv90+ Nightblades on a non-crit. She'd still need 4-5 crits to die - and I'm not a fan of facetankable content.
  18. Lufia 2 - Age of the Sinistrals

    So the placebo did its job, great.
  19. Lufia 2 - Age of the Sinistrals

    either is ok
  20. Lufia 2 - Age of the Sinistrals

    Can you try adding this one on top of the patched unheadered rom?
  21. Lufia 2 - Age of the Sinistrals

    Tried upgrading the emulator? I found at least BSNES 115.
  22. Lufia 2 - Age of the Sinistrals

    Rom hacking never ceases to amaze... SNES9x? works ZSNES? only over my dead body BSNES? menu messed up Higan? infinite loop on company logo Can you try adding this patch on top of the patched unheadered rom?
  23. Lufia 2 - Age of the Sinistrals

    That is not what I asked. I wanted to know what CRC value you get after patching.
  24. Lufia 2 - Age of the Sinistrals

    unheadered + patched has CRC32: 0980CFA2? also make sure you don't leave the ips file in the folder in case of auto patching emulator shenanigans.
  25. Hmsong's non-SoM patches

    I just went to the first post and edited that to get the option to edit title.