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Posts posted by Emmy
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That is something that exists in vanilla, and to my knowledge no one has attempted to remove it in any mod. It's not so much intentional as it is likely a pain in the ass asm hack to write to fix vanilla's bug.
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I think it has something to do with an ai hack I was using, which is supposed to make characters ignore Golem's processing if Golem isn't present, along with increasing frequency of stat changing moves; but it seems to have other negative consequences. Not sure if the hack was busted or if it just doesn't work alongside other changes that I have made, but I'm going to be reverting those changes in 3.01. Thank you for letting me know.
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No new commands for Quina? 0/10, will not play
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This would be excellent for the people who use Twitter. I don't, but people who do could bring us traffic.
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Now have an official download section! Thanks Kaffe!
Version 0.04 up. Change logs of this and subsequent versions will go there now.
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Version 0.03: http://jmp.sh/kouav0D
Changes:
1. Areas 2-7 focused on in this update. Most of the rooms in these areas have been cleaned up a bit in appearance. Warp Zone/Branching Out are now numbered.
2. Several rooms that were impossible before due to buggy scripts or bugs from the original game are now possible. Notable examples: Jaws, Meet Me Halfway, On A Pedestal, Pushing My Buttons, Perseverance, On A Tangent.
3. Several rooms have been toned down in difficulty. Notable examples: Son of Beast, Arctic Conquest, Don't Close Too Many Doors, This World Will Do A Number On You, Long Division, Now Think Outside The Box.
4. Several rooms that were a bit boring were just remade. Notable examples: Cosine Wave, Go Bananas, Verruckt, Ahead Of The Curve, Gemini.
5. Several rooms that have poorly synched enemies or odd enemy behavior due to room scripts have been reworked. Notable examples: A Slight Detour, Hope You Made The Right Choice, Foreclosure, Carve Your Own Path.
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On 8/4/2017 at 3:49 PM, Nowea said:Just in case you're not familiar with VVVVVV: http://store.steampowered.com/app/70300/VVVVVV/
Due to the way the game works, I had to wait until my map was completely filled before testing again, otherwise trinkets/crewmates might disappear. This is version 0.02, which is a filled map. It is only partially tested.
Screenshots:
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Replace Tetra Master with Triple Triad
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Good idea. This could also be useful for new projects that aren't established enough to get their own download in the main section. Such as if a new user came to the site and wants their mod hosted, or established user is working on a different mod.
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1. You need a game that isn't run by one of our community members, otherwise it'll be a blowout. Probably either a short category or a short game in general also, since a longer game/category will be a huge time investment to learn and watch the tourney for.
2. I like the modding contest idea better. Something with an intuitive enough editor that a beginner modder could create a stage of a game in a day or 2.
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Any chance maybe of having some random location be considered water tiles? Such as Dinosaur Woods, or putting a random oasis in the middle of the desert?
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Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all?
This is not complete (about 1/4 - 1/3 done) but the part that is done is fully playable.
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You'd have to know the base raw values and growths, and how to level them to whatever level you want. These have been changed from vanilla. Otherwise it's pretty much the same.
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Sent you an edited save through Discord. I tested it, so it should work on 3.00.
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Welcome to ngplus. I forgot that topic existed, and had moved onto bigger and better things since then.
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Weird formatting on your post, so I'm going to find/address as many of these questions/concerns as I can find:
1. woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone. - Throw Stone was changed to randomize between higher values so that it's more usable throughout the game. Sounds like you just got unlucky.
2. Also, looking at Delita, what's "Arc" range on last couple attacks? - Arc range = targeting is the same as a longbow.
3. What's the equation on Potions? - 50% max HP, capped at 999. Does not reverse on undead. Ethers are also fractional (50% max MP).
4. though a duo of Self Destructs comes to mind; I tried to use one to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or something. - Self destruct's formula = Max HP - current hp.
5. Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack? - Counter magic (also counter) recalculates the damage using the Flotiball's stats. Flotiballs have 255 ma multiplier, which is much higher than anything else.
6. Wait, they're Immune to ALL non-Dark damage types? They're immune to Nanoflare, even, which is non-elemental, but not Repel. - Jellies have Runic (like Blade Grasp, but for spells). They also have high magic evade and magic damage reduction. Repel is physical and non elemental, so it goes right through all that.
7. On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch and Move-MP Up, or Auto Potion. - Status effects are very important. Petrify and Frog don't care about the Move MP up/MP switch combo. Even minor statuses like Poison, Rasp, and Don't Act can help with that and more.
8. Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. - This feature was new to 2.53: Display improved to go along with random ability code and to make it easier in ch 1. On baby units that have no randomized/additional abilities in battle and are player controlled, the innate abilities appear instead of the action abilities, so that the player can tooltip these. Going to Unit List, the action abilities still appear so that the player can tooltip these. If randomized abilities exist, these will appear instead of the innates. Full example in the change log: http://ngplus.net/index.php?/files/file/19-monster-tactics/&changelog=17
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Not sure about Patty, but in case you missed it, Panga World was another fun couch.
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As was said before, maybe mention it in general or development. Also, maybe try to get its creator as part of the community? The more, the merrier!
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Copied from the FAQ:
Mind Shield - Damage taken by this unit is reduced by 1% for every 2% of MP is lost by the unit. This is fractional reduction based on mp current to unit (it does not stack with itself). Division truncates, so the case of odd numbers in calculation will give the additional point of damage to the attacker. Only affects XA*YA based formulas.
So for example, you have 800 max mp, and 600 current. You've lost 25% of your mp, so damage is reduced by 12.5%. If the damage dealt would have been a fraction, such as 90.4 damage, it will round up to 91.
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Looking forward to Saturday's runs for a couple reasons: 1. Super Metroid is on Friday so no more kill/save donations. 2. My 2 favorite non-MT streamers are running then. Unfortunately I'm working and will just have to catch the vods.
My main recommendations are for the Panga World and MM runs on Saturday.
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This has been fixed several versions ago. There's no more post on the forums to announce new versions (i'm on 2.55 now) since this site's change log actually works, unlike ID.
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The Shinobi with ??? and immortal flag is actually a later game superboss. Extra battles have been primarily a place for experimental ideas I thought might be interesting to attempt. They have not gone through the same rigorous testing as the story battles, since they don't have to follow a difficulty curve/most of the same rules. Most of them I beat once in the version where I created them, and didn't touch again. For that battle, and one other extra battle I made, I had the idea of a very fast undead (superboss speed tier) unit supported by regular enemies. These were actually inspired by a random battle.
**Edit** Forgot to mention that I made a lot of these bosses vulnerable to some statuses that are normally blocked by immortality, to make them easier to beat if you find them in random battles. This will carry over to extra battles if I didn't give them items/immortality there, as you saw.
Mog: Mascot With Attitude, Kupo
in Character Discussion
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