praetarius5018

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Posts posted by praetarius5018


  1. 1 hour ago, Nesouk said:

    Then it's just my bad luck huh figure.

    yeah, and then add the chance of only 1/16 to get the rare steal - very frustrating overall

    1 hour ago, Nesouk said:

    Hmm would it be possible to make it so that certain attack gives 2 Icons while other gives only 1 ? Like in the case of Karlabos you could make it so that Flood gives 2 Water Icons while normal Water gives only 1.

    theoretically I could, but how would we decide which moves are worth 1 icon, which 2 (this would have to be a global decision, not per boss).
    but I'm not too fond of this option; there's already plenty of RNG in what certain bosses do (like 1/3 chance each turn to do nothing or grand lottery cross), this would inevitably end with cases of a 50:50 chance between low damage + 1 icon or massive/aoe damage + 2 icons, so bad luck would double penalize the player.
    one penalty per failed RNG roll I'm ok with but not 2+


  2. 5 hours ago, Regalia776 said:

    So, I've been playing this mod for a few hours now and I gotta say you did an amazing job! However, I changed Faris into the Vampire class and defeated two different kinds of Skeletons as well as some Lamias but I never received either summon under my Oaths. Is that a bug? Or should I be doing something specific? Also, could you perhaps provide some info on what enemies you need to defeat in order to learn new Genome skills? As it stands right now, the Vampire's disadvantages far outweigh. There is no advantage to the class for the time being at all.

    the enemy has to die by direct damage (though does not matter by whom), not HP leak, poison ticks, reflected spells or counter
    any lion
    fairy orc or one of the cure hares
    plant boss
    any plant girl
    any commander
    merugene
    any doomdealer palette swap
    skeleton
    any lamia
    any bone or zombie dragon
    darkmage or flaremage
    any unknown
    flayer
    siren
    gil turtle

     

    aoe before jobs: bombs
    and a full 6 enemy encounter is only guaranteed on difficulty 1

    steal does not care about elements, the poison is purely for field icon purposes
    aside from that the base chance is still a measly 40%, same as vanilla, double with the thief gloves.
    well, you get a few extra % here with higher AGL or by being in the thief job

    field icons (karlabos)
    this is one of those things where it might not be possible to get a good solution.
    if the (heavy-type) bosses only got 1 icon you could flood them out to easily, you can always store turns or use brave to produce the mass of icons when you need them - but 2 icons as it is now may be a bit too much, and 1.5 icons is not possible.
    also getting 2 icons each is an option you have (later) as well, be it the fortress skill of knight or one of the mixes (both for heavy status) or the one !meta effect of sage.


  3. I think most of that is actually answered in the beginner house

    1. the equip weight works a bit differently here than in vanilla; in vanilla it was just a flat value, divide by 8 and that is how much AGL you lose for the purpose of ATB/turn calculation.
    here it is basically a % of your equip load relative to your STR value.
    in the 0-30 weight range you won't have much penalty to ATB. (monster are calculated as if they had 30 weight)
    <70 differences become more notable
    and at 99 you might as well never get an action with that character.

    Or in short: strong warriors can wear heavier protection

    2. the stat ups are permanent for that character and independant of current job.

    3. yes, but you can only gain up to 5 levels per job (15 for single job mode).
    depending on what you want to do with a character it may be better to dip only a few job levels in a given job for the abilities or go all the way for the stats or a mix of both.
    e.g. if you already have 2 levels of berserker you have !twin cut which is almost as good as !x-fight, so taking 5 level of ranger for the later is not as important.

    4. the jobs each have different base stats, black mage has less str/more mag than a knight, etc.
    the character themselves have minor stats bonus, this is in the 0-4 point range which is not too much longterm.
    and don't worry: a certain character and the inevitable replacement are 100% stat/job identical.
    if you are really into stat min-maxing, equipping active abilities gives 0-3 points total depending on the ability


  4. v1.005

    • fixed !Brave sometimes not working or triggering enemy reactions
    • fixed Sandworm being unbeatable unless hero1 is dead
    • fixed after battle recovery
    • fixed issue with keeping single job mode
    • choosing single job mode now enables job selection before getting the first crystal
       

    the controller change things sounds like a vanilla thing which I don't feel like tracking down currently

     

    13 hours ago, joeafro said:

    i've been watching this for a while, would now be a good time to get into it?

    Now is a good a time as any.
    I've still some things I want to do but that is mostly minor stuff.

     

    Also if someone wants to do me a favor:
    there's an outstanding bug in Bartz old home where on some playthroughs the bard is not there but a ! balloon instead or someone else had the dead mom on the floor there or other wrong NPCs in the house; and if you talk to any of them the game goes barf.
    So I know that the value of 7E0A96 is responsible. I just see on my end never change from the initial value of $8F/143 outside of the cutscene in the same house where it should change...
    I'd be super helpful if someone can run through the game with RAM watch on that address active and see where it changes where it shouldn't.
    I tried now three times through the first world and found nothing...

    In SNES9X that is simply:
    cheats > search for new cheats
    comparison type =
    compare to entered address
    data size 1 byte
    data type hexadecimal
    value: 7E0A96
    then search for that, mark the result and put it on watch
    after that you'll have the value always printed on the screen.


  5. v1.000

    • added job sprites for the 10 new jobs made by BlackLiquidSorrow
    • added abilities for DarkKnight, Lord, Vampire, Magus and Sage jobs
    • separated ability slots into 4 active and 3 passive slots
    • added running for overworld walking and ship
    • spells now show miss if they fail because of magic evasion; status spells that hit but inflict no status do not show miss
    • MP drain spells now inflict HP damage and restore MP of 1/32th the damage dealt, capped at 40
    • X-Magic no longer receives a penalty to spellpower; instead it requires half a turn of charge up before casting
    • changed !Animal to a 8 skill selection
    • changed !Mimic to a 8 skill selection
    • replaced Monk's !Kick with !Blitz, 8 skills based on unarmed combat, unlocked by maxHP
    • replaced Knight's !Guard with !Valor, 8 skills based on defense, unlock based on win:escape ratio
    • replaced Thief's !Steal with !Rogue, 8 skill menu, unlocked by successful steals
    • replaced Mime's !Mimic command with a 8 skill menu based around acting and imitation, skills unlocked from the start
    • replaced Dragoon's !Lance with !Drag-On, 8 skill menu based around their signature skills throughout the series, unlocked by max HP
    • added !Science to Chemist, a 8 skill menu based on research, skills unlocked by Hi-Potion count
    • replaced HP +30% on Monk and Tamer with !BuildUp
    • HP +30%: renamed to Sturdy, HP +10%, reduces fraction damage taken
    • replaced Endure on Berserker with Sturdy
    • replaced Pierce on Dragoon with Sturdy
    • replaced !Slash on Samurai with Crit Up
    • replaced !Slash on Crusader with !SwdSlap
    • replaced !Steal on Dancer and BlueMage with !Mug
    • replaced !Aim on Chemist with !Science
    • replaced Preemptive on Ninja with Caution
    • added CQC passive: +20% damage while in the front row
    • replaced !Animal on Geomancer with CQC
    • replaced Preemptive on TimeMage with CQC
    • Bulwark no longer adds 10 VIT, instead reduces regular damage taken
    • changed Lich from +3 VIT, +7 MAG to +20% magic power and increased drain power
    • WhiteMage now learns AreaCast instead of MassCast
    • BlackMage now learns MassCast instead of AreaCast
    • added defense piercing property to !BuildUp
    • changed the white/black spells available for !Red, !Rose, !X-Magic; slightly less front loaded, !Red even gets 2 Lv6 spells
    • increased base hit chance for DoomClaw from 66% to 75%
    • increased base status chance for HP-to-1, doom and destroy effects from 40% to 55%
    • adjusted stats of most monsters
    • modified AI of Siren, Kimabryn, ArchAvis, SolCannon, Merugene, Crayclaw and Omega Mk3
    • changed Sandworm's Demi to Quake
    • edited unused NeoGoblin to Rebone enemy and added to a boss formation
    • edited Skullkin stats to make the "solutions" more in line with vanilla strategy
    • form changing bosses now keep status resistance between form shifts
    • added a cap to ABP while jobless; on job change you'll have at most 4/5 ABP
    • reduced HP buff from 100% to 50%
    • fixed weapon animation of flail and morning star
    • reduced the influence on damage growth for Lv2-35, added slight damage growth for job levels 1-30 (double level for single job mode)
    • adjusted HP per job level; now treats single job mode as having twice the job level
    • increased HP per job with "HP up" bonus from 30 to 50
    • reduced monster stat spread by difficulty
    • adjusted monster base stats by level
    • added +10% steal chance for thief job
    • fixed a bug that made !Throw with weapons deal about 2.5 times the intended damage
    • renamed !Martial to !Bushido
    • replaced Bushido/Fate Hit with Booster: weak attack that buffs user's STR
    • replaced Bushido/Danger with Dispatch: chance to instantly kill
    • Blue/Aero: increased power against floating targets or those weak to "aerial" attacks
    • Blue/Goblin Punch: damage bonus against same level target reduced from x4 to x2 with -50% defense
    • Blue/Goblin Punch: level check compares only last digit on level
    • Blue/White Wind: heals by 33% caster maxHP instead of 100% current HP, affected by Heal Amp
    • Summon/Odin: now always uses Zantetsuken, a holy elemental magic attack against all enemies
    • Time/Flood: added ground type, increased power from 110 to 126
    • Terrain: now always behaves as if pierce passive ability was equipped
    • Terrain: removed Gaia's Wrath and Lament again
    • increased MP restored by ether from 20-150 to 50-150
    • adjusted item cooldown values for !mix and !throw
    • reduced scaling of heal magic with weapon attack
    • increased heal power bonus of Sage Ring from 5 to 7
    • removed Ramuh and Shoat summon items, the summon spells are now added directly on boss death
    • added Web that inflicts slow
    • added Vaccine that reduces status damage taken
    • added MP sickness debuff for MP recovery with !Item, !X-Item and !Mix that reduces further MP recovery with those skills by 25% (but then capped at 100)
    • White/Pure and Mystic/Cleanse now additionally remove MP sickness
    • fixed a game crash caused by having !Hide, !Show, !Catch or !Release in the 4th ability slot
    • fixed a bug that made defend/guard sometimes not work
    • fixed a bug that made x-item with feather not work
    • fixed a bug that prevented abp reduction on job up
    • fixed a bug that made Blue/Condemn deal absurd damage when it failed to inflict the status
    • fixed a bug that made Counter use fire spellblade instead
    • reduced guard damage reduction from -75% to -50%
    • first escape with BraveBlade does no longer reduce attack power, only 2+ escapes
    • !dance: buffed power of Mystery Waltz and Jitterbug by 50%, reduced power of Sworddance from 400% to 200%
    • reduced damage reduction from armor/shell from 50% to 25%
    • monster can now land critical hits on their regular attacks
    • fixed a bug that made !mimic mimic the landing of (s-)jump and not the jump itself
    • changed MP gain of !Brave from 100 to 12.5%maxMP + 100
    • physical accuracy is now adjusted by spot in party, top to bottom, x9/8/7/6
    • changed how multiple hits of Time/Meteo are handled; changed to a quicker animation
    • changed element of Time/Comet to wind/earth
    • changed element of Time/Meteo to earth/fire
    • removed LP from NG+ scaling
    • in NG+ treasure chests are now reset
    • replaced some NPC texts in Carwen for more hints to gameplay changes
    • changed default difficulty and encounterrate from 3 to 4
    • Upvote 1

  6. Sol Cannon was always a % boss; though now it scales up with difficulty (x1.5 on difficulty 1) and actually can hit a weakness.
    So yes that can go up to a 1 hit kill.

    Admittedly SC is one of those bosses where I don't know what to do with.
    The main cannon has this gigantic charge up... and then does the same damage as the sidekicks basically.
    And then it doesn't really scale with difficulty; diff4: 50% rocket + 50% beam is a kill the same as diff1 75%+75%.

     

    Also, you may or may not gain 2 more consumables in the next version to use with !(X-)Item. *cough*web*cough*vaccine*cough*

    • Upvote 1

  7. 12 hours ago, Maniacodepressif said:

    I feel a bit cheated by most of the elemental weaknesses of enemies...especially God Beast's! :P
    I guess it's by design but they all seem to be strong against the element they should be weak to...

    eh, I just followed a bit different logic than square on this

    Spoiler

    Lightgazer: shadow is just absence of light, so adding <nothing> to light changes nothing; you're better off blocking the light out by say dropping a mountain on the source

    Fiegmund: we are at "sub-zero" so no energy in the environment to sustain fire or really any movement at all; so if everything is an unmoving mass it'd be better handled with a black hole which collects mass

     

    any other questions?

     

    I had 2 tools for this: a hexeditor and mapjester, a map editor that doesn't - it only let me edit monster levels and which monster spawn; and it also drops important $80 from a huge range of values...

    Since I didn't include any translation with this I couldn't change the gear names to reflect their bonus at least a little bit.
    Would be cool if you could make this patch available for the public, people would want that.


  8. I thought I had done the Monk write up, seems I haven't...

    Monk
    !Blitz, unlocked simply by maxHP
    -Kick, all, 1x unarmed damage
    -Pummel, one, vit based fire magic damage; x1.5 stronger if unarmed
    -AuraBolt, one, vit based holy magic damage, HP leak; x1.5 stronger if unarmed
    -GaleFist, all, vit based wind damage; x1.5 stronger if unarmed
    -Rush, all, vit based earth magic damage; x1.5 stronger if unarmed
    -Grapple, one, inflict slow
    -Kiai, one, def down
    -Spirit, party, recover 30 MP each

     

    Which stats are used by what skill varies a lot but all 4 have some skills, though STR and MAG are obviously the main damage stats overall.
    Though technically almost everything profits from AGL because of accuracy.
    VIT is more of a defense stat.

    By design bombs actually only had one purpose:
    to allow any team composition to beat the Puroboros (bombs) boss because you can no longer stall out their MP.
    I don't really want them to have much more damage because Blue/Needles (2000 damage) wants a use too.
    At that point - at least for Tinker - you should deal good damage with his other spells, Turret and HeRoBot, especially the later with HP leak.


  9. Knight re-work
    !Valor instead of !Guard, !Valor upgrades Def. command from 25% dmg reduction to 50%; skills are unlocked by having X more victories than (4x) escapes
    -WideShld, party, the elemental one time shield from arcanist
    -Taunt, all, same as DK's Taunt (def down, atk up, aggro)
    -Bash, one, phys. damage, p.def increases damage
    -Servitude, one, knock ally into crit HP, user gains Cover innate
    -Funeral, one, damage up per number of dead allies (20 -> 125 -> 180 -> 255)
    -Patience, one, increase maxMP by caster's VIT+20, caps at 600 instead of 500
    -Ironclad, self, add m.def/2 to p.def, m.def = 0
    -Fortress, self, 99 MP cost, caster gains "heavy" type