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Everything posted by BTB

  1. Threads now actually have content and intro posts now, so tossing out the old joke posts >.>
  2. One last thing to bring up because it hasn't really been discussed is GP Toss. After comparing numbers with the community and looking at Setzer's other builds, it was determined that GP Toss's formula needs a slight alteration to remain competitive. CURRENT FORMULA: GP Tossed = Stam * 10 Dmg = (GP Tossed * Lv) / (3 * (# of targets + 1)) PROPOSED FORMULA: GP Tossed = Stam * 10 Dmg = (GP Tossed * Lv) / (2 * (# of targets + 1)) TL;DR It's a 50% damage boost
  3. First one done. Going to update all of them with this format.
  4. This is actually a really *old* bug - one that I thought Think had patched out. It actually doesn't softlock the game, it just hangs for a looooooooooong time.
  5. Seems more like Speed Relm and Stam Relm might be the same build, honestly. An even mix of the two with a few Bahamut levels for MP seems pretty viable.
  6. If anyone is interested in beta testing this, I'll see about getting it into 1.8.7.
  7. FYI, Relm will be getting Life and Demi in 1.8.7 in place of Drain and Warp.
  8. So... next order of business is the Life spell. A frequent observation I've made whilst watching streams is that players lean heavily on it even in cases where a Phoenix Down would be better due to the shorter command delay and the fact that the Life spell often doesn't restore enough HP to survive a single hit. Any kind of buff to the Life spell is very difficult because setting it to the point where surviving the next hit is a guarantee renders Life 2 essentially useless, but it should be a more attractive option than Phoenix Downs. It needs to be powerful int he early game while remaining a decent option in the late-game that is ultimately eclipsed by Life 2 and the Defibrillator. Nowea pointed out to me that Life needn't necessarily restore a fractional amount of HP, which put me on the right path. But rather than tie it to magic power like the Defibrillator and horn in on its territory, I decided it would be most prudent if Life were to instead restore a *static* amount of HP - something that no other forms of revival do. Dn has offered to see if he can program in a static range for us to use, which we figured should be between 250 and 500 HP. This makes Life a very powerful revive when you first get it, but its usefulness will wane (although not entirely) as HP totals grow higher in the endgame. EDIT: changelog updated
  9. Sorry, I moved some stuff around on my site and forgot to update the link. Should be good now.
  10. That's in the 1.8.7 changelog already.
  11. Think mentioned that it was possible, but in the interests of not needlessly complicating things I've opted to keep it simple.
  12. So, just letting everyone know what's gone on in the last few days... there's been some discussion in Discord regarding covering and counter-attacking. More to the point, tying them to stamina to remedy the issue that stamina and vigor presently have very poor synergy, which is an issue for someone like Celes who has an option to raise them both with the same esper. Her "Dark Knight" build currently favors Crusader ELs straight up over Phantom, which is generally seen as the *only* useless esper that any character has. To this end, we've proposed the following formula changes: Counter-Attack% = 25 + (Stam/128) Cover% (Healthy Ally) = (Stam/192) Cover% (Near-Fatal Ally) = 100% (Unchanged) This is meant to synergize with the defensive options that a stamina-built character will likely favor whilst also remaining attractive to offensive builds. The minimum counter-attack rate, for example, is roughly equivalent to its current value of 50%. Maxing it out is actually extremely difficult to do when you factor in the requirement for equipment that offers counter-attacks (none of which boosts stamina), so don't let that formula throw you off. And cover is a straight-up buff as it will retain all of its vanilla functionality.
  13. This looks like how FF6A was made.
  14. Ultros is kind of the obvious choice here.
  15. Powerslave actually uses every Lore except for Shield and Black Omen.
  16. ...then surely a humble bundle of books about video games might be something you're interested in. Plus, a little birdy told me that there just *might* be an article about Brave New World in the one about ROMhacks.
  17. So, many thanks to our friend Kaffe Myers for getting me hooked on a little utility called Livestreamer. For those of you who don't know, it's something you should definitely be wanting if you ever watch Twitch at all. I've since wrote a tutorial on setting it up. It's easy as hell to do and takes about two minutes. You'll be glad you did.
  18. I just don't like it since I think it's an outdated model that just doesn't really hold up well to modern scrutiny. The only real problem is that replacing it is simply beyond the limitations of the engine. To me, the most interesting random encounters in the game are the ones during scripted events where you have to fight several in a row without healing in between (Serpent Trench, Mine Cart Ride, 1337 River). I would be much more interested in a random encounter system where encounters in dungeons were far less common, but had the potential to "chain" together.
  19. Here's the official changelog for 1.8.7 1.9.0 (coming soon eventually): • Added new hacks which allow stamina to influence counter-attacks and the possibility of "true knight" characters taking hits for healthy allies (critically-wounded characters are still always protected) • Fixed a bug where stamina would not protect against status ailments set by enemy "special" attacks • Added a hack to condense the in-battle spell menu (removes all empty spaces) • Fucked around with the spells that each character learns again (highlights: Relm gets Life and Stop, Mog picks up Haste, Celes learns Demi much earlier now, and Warp is again pushed back to the WoR) • The Life spell now revives to 250~500 HP instead of 1/4 maxHP; Phoenix Downs now revive to 1 HP • Raised Cyan's base stamina; lowered the power of the Dragon and Eclipse bushidos to compensate • Raised the chances for the Dragon bushido to set Stone from 50% to 66% • Raised the power of the Aurabolt blitz and swapped the levels at which it and Mantra are learned • Edited the GP Toss formula to do 50% more damage (note: edited Katanasoul's stats to compensate) • Lowered the power of the Blackjack and Solitaire slot spins • Lowered the cost of several spells, including Demi, Rasp, Dispel, and SleepX • Lowered the hitrate of several magical attacks to help make magic evasion more useful • Reworked & rebalanced swords to offer more (and better) choices for vigor-built characters • Swords that consume MP for critical hits now respect the "1/2 MP costs" effect of the Gem/Soul Box • Spears now inherently possess the "may guard allies" property instead of random counter-attacks • Adjusted the properties of the Wind Slash and Aero procs from the Kazekiri and Mutsunokami • Removed the Kagenui's speed boost and slightly adjusted the boosts on Shadow's other weapons • Changed Setzer's dice to boost stamina instead of magic and vise-versa for his other weapons • The Morning Star and Kusarigama now ignore defense instead of being anti-undead • The Demonsbane is now anti-undead in addition to holy-elemental • Raised the proc rate of anti-undead weapons from 25% to 50% • Fixed a bug where using items on undead characters would randomly kill them • Renamed the Diva Brush to Dali Brush and the Magic Brush to Monet Brush • Changed the animation of several weapons; also swapped the animations of the two "Blizzard" attacks • Corrected the Stormfang menu description • The BatPwr of the Soul Sabre and Omega Weapon now display correctly in the item menu • The Soul Sabre/Blood Sword are no longer ignored by the "Optimize" routine; the Omega Weapon now is • Switched the Colosseum opponents/prizes for the Masamune and Kagenui (and a few others) • Celes now starts with an Iron Cutlass instead of a Mythril Bolo • Gogo can now use Throw even if Shadow is dead • Interceptor now sets Sap • Lowered Golem's defense from 192 to 128 • Made several changes to the Battle of Narshe • Made an important update to Atma Weapon's script • Fixed a bug in the Soul Fire script (Wrexsoul fight) • Enabled/disabled random encounters on a few maps for better consistency • Aquilas no longer have any MP as they do not use any attacks that use it • Phunbaba and Doom Gaze now give 10 spell points when defeated as other bosses do • Fixed a bug where it was not possible to run from all of the enemies in the New Mines • Rewrote Gau's tutorial to match how Leap now functions; also added a new line of dialogue for Gau • Added more screenshots, boxart with cart label, and enemy graphics to the unlockme image gallery ---
  20. Hey, if someone wants to make a marsh background that looks decent, we'll use it.
  21. Sky randoms would be kinda interesting.... though, quite frankly, I've never been the hugest fan of the random encounter system as a whole.
  22. Gonna go ahead and close this thread since these patches are no longer relevant. If you need help, hop onto our Discord chat.
  23. Making Rune Edge early WoR is actually a pretty good idea. It's not like it sees much sue where it's at right now, anyhow. I'll put that in the "1.8.7" pile along with a Blackjack nerf. An earlier Mantra is a tougher sell... I agree it would be nice to have a healer other than Celes for Zozo, but healing is really the only thing she's bringing to the table there, anyway. Frankly, I'd be more keen on swapping Mantra and Aurabolt and maybe giving Aurabolt a little boost. If needed.