praetarius5018

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Posts posted by praetarius5018


  1. 1) it's not like the quick spell, it just makes you need 0 atb ticks to your next turn instead of whatever you have to wait based on haste/slow and agility.
    so if you use jump you still have the start-up delay, then the air time before the hit and only then makes it a difference; if you have 100 MP, those are used and you can act again right now if not, wait.

    there'll also be some "physical" spells to use the MP, not many just 2 sets of 8 "spells" (3 shared because the spell list is just that full already).

     

    2) I don't like the advance version, dunno it just doesn't "click" with me, sound is weird and also:

    • I have 0 idea about GBA assembly but a bit for SNES asm, call it a home advantage
    • more content (classes, items) means more problems and redundancy; with the other class edits I already have trouble filling the base 21 classes with 7 non-trash abilities, adding another 4 classes... please no
    • the snes game has a ton of more documentation

    this is my current class setup.

    class_chart.png

    each character got a "main" stat and a "secondary" (top), each class as well (left).

    If the primary match they get them (green), otherwise it is only a "priority" class but not must have.
    I mostly focused on preventing the broken combos that lead to the likes of Dual-Wield, X-Fight, Spellblade.
    The obvious problem being that little child Krile will replace the hardy Galuf but there are worse things in fiction than the little girl being the main tank.

    Currently every class can equip all items, has one fixed ability and minor stat adjustments; otherwise the player has 3 slots they can fill as they want.

     

    3) I have no idea how I should treat mix and drink.
    Item has one cooldown per character, not per item. I just don't have much RAM.
    If you use a potion you can't use !item for 2~3 turns but the other characters still can, if you use a elixir you better not need an item any time soon from that character.

    I think !drink can just use a shared cooldown with !item and !mix gets to burn in hell has no cooldown but still uses items up.
    Or !mix gets dropped completely, that'd work too.

    MP doesn't change after battle since it gets reset on battle start anyway.
    Otherwise you could in use a tent for full MP heal and then start a boss battle with 10 turns on all 4 characters, yeah, no.
    For HP I went with 1/8 maxHP + 8 * (VIT - 22)

     

    4) relics is just the same as armors, helms and relics were in vanilla. Some give just defense or stats, other cut MP cost in half, give status immunity, etc.
    Items with unique effects survive longer than just stat sticks.


    5) keep in mind that !item is optional, so you can just be stuck with ineffective damage on a character.
    availability and weapon types are other problems; swords can be two handed, knives can't, so if you have to abandon the sword, you have to use a shield when you didn't want (or have) one or waste more class levels to learn dual wield parallel to two handed. jump builds will really hate trading a lance for a sword.

    also armors affect your elemental coverage in good and bad way. with a fire armor on, you take less damage from fire but more damage from water attacks.
    and you can't change armors in battle (or I missed the totally obvious thing for 15 years), only a shield for that purpose.

     

    6) difficulty slider:
    lazy numeric increase/decrease for now
    message speed was doing nothing so there it has a use now

    7) encounter rate slider:
    want to grind? set it to 1
    want to run to the boss almost unhindered? set it to 6

    (sacrificed not/barely working message and battle speed for that)

     

     

    I can maybe release a proof of concept this weekend, no promises.


  2. v0.925

    • changed AI and stats of Darkshine Knight
    • changed AI and stats of Koren
    • Lord's final weapon "Sigmund" now strengthens Lv2/3 based on the target's attack power and puts the target into the counterable state
    • Duelist's final weapon "Deathbringer" now increases Lv2/3 damage based on proximity to the target(s)
    • Grand Divina's final weapon "Ganvantein" now grants saber effects when casting elemental spells on allies
    • Archmage's final weapon "Spirit Cane" now allows spells to hit weaknesses for 200% damage instead of 150%
    • added a variable bonus to counter attack power based on the target enemy, e.g. knights and crawler take a lot more bonus damage than mages
    • increased attack strength of Bulette and Gold Bulette
    • added magic damage to a couple status inflicting specials of regular enemies
    • changed Grell's Funky Dance from "energy ball" to self heal
    • changed Kerberos' and Firedrake's fire breath from inflicting dummy state to poison
    • increased Harpy's Talon drain from 10% maxHP to 20%
    • increased Carmilla Queen's Bloody Dance from 12.5% maxHP to 33%
    • reduced Slime Prince's red glowing attack from 50% HP damage to 25%
    • fixed a bug in counterattack timing
    • fixed a bug that gave some enemies 0% chance to hit with status ailments in trap rooms

    one more boss, just one more boss till 1.0 O.o

    • Upvote 2

  3. 10 hours ago, Riddle said:

    I apologize if it's been asked already, but would you be willing to do anything with the 3-player hack to disable automatic character takeovers? Figuring out controller shenanigans over netplay mid-fight is the only legitimately frustrating thing about multiplayer, but I know you generally want nothing to do with that madness - just figured I may as well ask and see where you stand on this issue specifically, and whether removing the death heirarchy is simple or not.

    I already tried to have a look at the controls to enable L/R/select switching off a character that is casting. the results were... weird. and headache inducing.
    So, probably not. Sorry.

     

    9 hours ago, WarpedLichen said:

    Anybody got any tips on Dolan?

    I can't figure out what causes Spiral Moon to do 999 damage. At first I thought it was dependent on how much damage I deal and that I need to slow roll the fight, but it seems that no matter what eventually he casts a 999 damage version that I can't deal with at all.

    999 damage is a reaction to something he did and you didn't do.
    Try to look closer what happens before the 1st and 2nd spiral moon. And then think of an "answer" to it.
    It shouldn't be spoiled too much if I say that any party composition can deliver that "answer".


  4. *sigh*

    I get this idea so often... the answer remains the same, no because:

    • the game is already dieing when spells are used; just go 10h without save/load, just with savestates, the game will hard crash every other spell cast. I once read an article that this also happened on console. this would make it 10 times worse
    • horribly unbalanced: if it works like in SOM1, target being completely frozen and everyone else can still act/attack, well, easy mode would be understatement of the year; also boring.

     


  5. Edit: download in new main topic

     

    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 :P
    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)

    pic_a.pngpic_b.png

    to the left how it could look ingame,
    to the right just all 8 element icons: fire, ice, lightning, water, wind, earth, poison, holy

    • Upvote 4

  6. v0.900, Lise/Hawk story complete

    • changed AI and stats of Jagan
    • changed AI and stats of Bigieu
    • changed AI and stats of Archdemon
    • Magus' final weapon "Dragon Rod" now allows multi-targetted damage spells to deal damage as if they were single-targetted
    • Vanadise's final weapon "True Spear" now fakes the element of non-elemental spells according to the active saber element for resistance, weakness and immunity purposes but not absorb, reflect or hp/mp heal
    • Starlancer's final weapon "Stargazer" now grants quick casting speed and a small increase to spell damage
    • minor adjustment to defense calculation
    • increased bonus from "magic up" weapons by 50%
    • doubled heal bonus from Wendel armors
    • fixed one instance of Gorva casting "Evil Gate" but announcing "Dark Force"
    • fixed some weirdness with moon elemental spells, they no longer apply the damage to the wrong party (caster and target was switched since vanilla)
    • fixed missing damage cap for regular attacks after day of week bonus
    • fixed enemy HP getting capped at 999 after maxHP buffs
    • moved 999 heal cap from before "pressure" penalty to afterwards, allowing honey to profit from stronger heal items if under the effect of this state

     

    well, complete minus two of Hawk's weapons, those are still to-do...

    • Upvote 2

  7. I'd say go with normal.

    Easy is roughly where vanilla would sit, imo, and that is where I'd send a real beginner.
    Well, vanilla minus some crap with the vanilla Lv3 tech formula that had a chance to give you a gameover when two random endgame enemies decide to give their FST; you know the 500+ damage to the whole team, just because, even against maxed defense.
    In this hack, you should be able to survive two of those FSTs even on hard, at least if you've given defense some thought.

    On normal I already expect you to make use of buffs and/or debuffs. On hard they are the bare minimum later.
    If you find yourself needing to use a buff even for random fights come Lv50+, that is par for the course.

    Of course this isn't a free win. Dolan will probably win at least once even on the easiest setting.


    And to avoid the average "expert traps":

    • black market no longer replaces party building, too expensive for 24/7
    • Lv1 techs aren't strictly safer to use, neither are Lv2/3 techs always superior, you may want to change those for some situations.
    • the one or other boss "randomly" hitting for 999 is not a bug
    • (de)buffs are not only for bosses

    Have fun.


  8. I ment in the same question field like with a html tag that has via css display set to none.

    That way a bot wouldn't know it has the wrong question because there is only one, but filled with humanly-not-visible garbage.

    It would still need rotating questions, else they'd just learn "on page ngplus.net ignore what the text field says and put answer xyz".

     

    Was just a silly idea.


  9. Maybe just a very simple question, but can you add hidden words to a question?

    E.g. the user sees "What is this website called?"

    but a bot that scans the code would see something like "What is (the favorite beer of) this website('s owner) called?"

    or some literally random trash string that gets generated new each time the site gets called


  10. Current Version: v2.060, 2021/05/08

     

    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

    Spoiler

    bosses:

    • Darkshine Knight
    • Koren
    • Dragon Emperor
    • Jagan
    • Bigeau
    • Archdemon

    missing items:

    • final weapon for Lord
    • final weapon for Duelist
    • final weapon for Ninjamaster
    • final weapon for Nightblade
    • final weapon for Grand Divina
    • final weapon for Archmage
    • final weapon for Magus
    • final weapon for Vanadise
    • final weapon for Starlancer

     

    Potential ideas towards v2.0

    Spoiler
    • class capstone at level 68 (akin to a 3rd mini class, probably via one of the dummy items)

     

    • Upvote 1