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Everything posted by zombero

  1. My own assorted development videos: GrandBenja's Boss Fight Series: Isak Haha's Boss Fight Series http://www.youtube.com/watch?v=tbgWO3BrM1g&list=PLoX1WgoRelsxwq5UnCp6QZvSpnwJdmefJ PG's Stream Vods Nesouk Kefka's Boss Fight Series (In-Progress) If there are any other series that you feel should be added here, post below with a link and I'll add it if it meets some very basic standards. I also want to thank the people who went through the effort of making and posting these videos. They will help greatly with tweaking and re-balancing the hack in future versions, and also just give me the warm fuzzy feelings.
  2. Version 1.1


    A hardtype hack that drastically increases the difficulty of the original game, as well as altering various aspects for the sake of balance, customization, and/or fun. A key part of the rebalance in this hack is making most Dual Techs and Triple Techs significantly stronger than in the original game, compared to Single Techs
  3. One more update please

    Yeah, I can add something of that nature to the next update.
  4. Double warcry

    Yep, like GrandBenja said. It's still possible for certain other enemies (and bosses) to waste their turns on hitting the limit, though. There is not natively a way for normal enemies to check how many stacks of a buff/debuff are present (they can only check whether at least 1 stack is present). But I'll probably be adding that functionality in a future version.
  5. Yeah, I didn't notice any significant improvements in the DX11. Huh, strange. Even with widescreen turned on, it removed the jitters for me. Guess it must be a GFX card or driver difference. I assume you'd also need the ws hack to fix the jitters in vanilla Nocturne? (using the same settings) Sounds like the Tips for PCSX2 section is going to get complicated!
  6. Hmm I was trying some things out, and Hardtype seems to look and work great in the current PCSX2 v1.5.0 using all default settings with OpenGL Hardware for the graphics plugin. No disk swapping or anything else required. Too bad its not a stable build, but that might still be the best option available.
  7. Setting interlacing to auto has always fixed the flickering for me. But yeah, the transparency is a whole other issue. Is there a particular reason for your interlace and CRC settings? I hate what PCSX2's transparency hacks do to the map (making doors invisible or something, don't exactly recall). Between that and no HD in software mode, there's no great option for me, and I typically just deal with the transparency glitches. Having the ability to enable the transparency hacks for Hardtype is certainly a good addition to have, though! So thanks again. I'll have to include those in future releases, and see if there's any other PCSX2 improvements that can be made. What did you do for the pnach?
  8. Thanks for the info! Though I tried the settings on my own machine and now I'm quite certain I will never sleep again.
  9. the_E_y_Es' Longplay

    You sir, are the GRRM of Nocturne Hardtype LPs.
  10. This evening (probably within the next hour) I'll be streaming the new Sharom demo for this hack. The biggest new features for this demo are: -The Supply System: Player deployment is restricted based on supplies secured from towns. -The Attrition System: Player vs. Enemy performance is based on armaments secured from towns. There's a lot of smaller changes, but those are the biggies. So stop by and check it out! I'll post here again just before going live, and post the demo for download later tonight (probably). UPDATE: DOWNLOAD DEMO HERE OR WATCH THE VOD ON YOUTUBE:
  11. I could have squads that wait longer than others, and give those more armaments. I wouldn't really want them to wait forever. Mainly due to the fact that the enemy can only deploy 10 squads at once. Which will kinda suck in the game's larger maps... Yeah, that's definitely a possibility... One problem right now is that you'd wind up needing to use a card in almost every fight just to keep up with what you get from towns. To support a 1 card limit, I might need to make it so only some towns give tarot cards. Which could also serve as an extra perk for temples: always giving cards.
  12. Glad to be providing something to play again! Yeah, even for the first stage it might still be a bit too easy. The money flow is pretty high, too. I could have had a good 40 Cures or so after that stage. How about enemies starting towns, getting immediate liberation money, and the temple healing?
  13. Thanks! No Worries. I also added a YT link of the vod for anyone who is interested.
  14. Alrighty, the stream will begin momentarily.
  15. Potential bugs and glitches

    Haha awe, fly Dante is adorable. Yeah I suppose I lucked out on fly Dante not causing problems. The Fiends in general tend to have specially rigged animations that can lead to issues when you try to use them elsewhere, too. Ah, yeah, I'm guessing it's because you were Muted. There's a known glitch right now where Mute can allow demons to use items. I haven't gotten around to fixing it yet.
  16. Idk if this is useful or not but . . .

    Yeah I heard about that. Probably not much I can do with it right now, but I'm curious to see where it goes.
  17. Mother Harlot is one of the toughest bosses (for her position in the game) right now. Though she's skippable so you have options on how to respond to that. She also seems to be a favorite boss of some people, so I'm not sure if it's a bad thing.
  18. Potential bugs and glitches

    Huh. Well that's good to know!
  19. No prob. I updated the link, though I don't think the site can show a preview for unlisted videos. This could be a possibility. I took care not to directly increase the prevalence of unavoidable insta-death, but there's still what was already in vanilla, and the increased difficulty (enemy party size, enemy HP, etc.) can still indirectly make it more of an issue. Although, if we're talking about the early game, crits and focusing down the MC can just as readily lead to unavoidable deaths. It's just sorta ingrained in the MC death = game over system. And while I didn't want to make this situation any worse, I'm hesitant to do anything to make it more lenient... just for the more fanatical players out there. I can give it some thought, though. Maybe if I can come up with some alternate effects for these skills that don't feel like they strictly make the game easier, then I'd be interested. Glad you enjoyed it! Any of the people you got to play are invited to share their thoughts here as well! The tools I used are just PCSX2Dis for a debugger, a hex editor, and Cheat Engine for making changes mid-game. Nothing fancy, really. My documentation is pretty disorganized, but I could see what I can whip up when I have the time. It'd be a bit of work, but it's certainly possible to do. I don't really have a log of expected levels, but that sounds pretty close. Are you having trouble with him? Technically, Hardtype adds new demons to the game already, but I assume you mean new demon models? It'd be pretty exciting if models from DDS and such could be imported into Nocturne and used in-game.
  20. Nesouk is in the process of doing a Lets Play series for this hack I figured I would post a link to it here, as well, since the content is relevant. Go check it out!
  21. I've updated the patch to v1.5.1 to hopefully improve its compatibility. Enough people have had issues with v1.5 to make me think something is wrong with the patch. Please let me know if this fixes the issue.
  22. Shin Megami Tensei Nocturne HardType (COMPLETE)

    Ikebukuro Underpass could definitely use some toning down. It was the hardest area in vanilla and that just gets amplified here. I have given it one round of toning down, but it's still pretty brutal. Ose Yeah the general concensus seems to be that Ose is too easy right now. Daisoujou, too. Both these guys could use some tuning up. Maybe Mizuchi, too, though I'm not as bothered by him being a bit weak... White Rider (No Stone Gaze) Eh, I kinda like how Stone Gaze is useful here. I even added the Medusa Eye item (which can be acquired at Rag's Jewelry) to make it so you don't even have to learn the skill. This is more or less the intended way to do the fight, though it can still be beaten without it.
  23. I'm making this thread to inform people of what's going on with this hack and with myself and what the path forward will look like. First off, with InsaneDifficulty.com in the dustbin of history, this will be the new home for this hack. Or at least one of the new homes. So this is a safe place to look for future updates. As far as hacking goes, this project is #1 on my priority list. However, I'm currently working as the battle designer for an upcoming Atlus RPG, a project scheduled to last for one year, and that project will be my top priority overall. It is theoretically a part time gig, but the reality is likely to be very different, and that project will be given any attention that I feel it requires, which may be all. Hopefully this won't mean no updates for a year, but I can't guarantee anything. One thing I do at least plan to do is to get more info about the hack posted here. Well, with all that stuff out of the way! I made a vid of the most recent feature that was added: I'm going to be reworking ranged targeting and AoE damage. The gist of it is that ranged attacks will no longer be able to target the entire field, and instead be limited to near-ish targets. Additionally, AoE attacks (most of them anyway) will deal less damage to targets further away from the caster. Melee targeting and enemy AI will also be getting another inspection. Melee will be able to more easily reach under-protected rear row members, and enemy AI will (typically) be inclined to attack the targets nearest to them. The goal of all this will be to have positioning matter much more in battle.
  24. Future Plans

    Hey, thanks for the love, guys! Ah, yeah, that's something that I'm going to need to decide on how to address. There's currently two versions: Hardtype (older, far less features, but complete) and In the Lap of the Gods (newer, more features, but only 6 stages). The version available on the Mods page right now is Hardtype. In addition, I have an updated 1-stage demo that I'd like to release pretty soon which demonstrates the revised "morale" system, town supplies, and enemies spawning on towns. That way, I can at least collect some feedback on it during this time that I'm not able to work on it.