BTB

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Posts posted by BTB


  1. Also, in response to @pogeymanz in particular...

    You make a good point(s), although I interpret these points to be "don't throw in something halfassed just because I want to see it happen" and "don't destroy the freeform build system that currently defines BNW". I assure you that I never add things to this mod without giving them an approrpiate (and often quite extensive) amount of consideration and that this notion will be kept very firmly in mind throughout.

    • Upvote 2

  2. Thanks to everyone who's posted, both for and against. Just reminding y'all that this is something that's still firmly in "hey, wouldn't it be neat if..." phase, so everything I've posted is purely a rough draft any and all feedback is appreciated.

    That said, a couple of general notes.

    One, again, these ideas aren't set in stone. I only finished up this rough draft to give D and Seibaby a starting point as to the sort of things they may want to look into coding in for class bonuses. The prevalence of existing effects is simply due to the fact that I didn't want to bury them under a pile of new mechanics and so I only kept the best new ideas I had (which I then used fairly liberally). Feel free to suggest new ones and the list will evolve as necessary.

    Two, the actual requirements for getting class are also not set in stone. This hasn't been coded yet and the real deciding factor will be what is and isn't possible. A progressive class system like Sword of Mana/SD3 has would be awesome, but I'm not going to break the bank with a single change like this. Ditto goes for explaining the class-system in game - there likely just will not be any real-estate for it. Again, feel free to pitch ideas.

    Three... seriously, who in the hell is going to build a Carbunkl Terra? >.>

    • Upvote 4

  3. All right, I sent a new ROM off to Synchysi. Changes:

    -Gray magic has been resorted
    -Zephyr Cape now sets Haste on low HP instead of Safe/Shell
    -Celes now learns Demi at level 18 instead of Life
    -Relm now learns Life naturally when you first acquire her instead of from Ifrit
    -Ramuh now teaches Life, Kirin now teaches Demi, Ifrit now teaches Drain (back to the way it currently is in 1.8.6)
    -Setzer and Shadow can learn just regular Cure from the Healing Shiv
    -Gau now has a new line if you take him to the IMTRF
    -The Dragon bushido now has a 2/3 chance of setting stone instead of 1/2
    -Aquilas no longer have MP (this was an incorrect setting)

    In addition, Seibaby is currently looking into having cover no longer work for enemy counter-attacks and I am hoping to get the compact in-battle spell menu into the next RC.


  4. So, I'm in the process of reordering most of the grey magic spells since the condensed spell list in battle is looking to be a thing. This means a few things. One, it means that anyone who has actually gotten far enough into the RC to get spells will have to go back to before that or else you're going to have a lot of wrong spells. Two, it means that I have to do a lot of moving stuff around and need everyone to double-check my work.

    -Make sure everyone learns the spells they're supposed to
    -Cast every grey spell to make sure they're working properly and have the right animations, cost the correct amount of MP, etc.
    -Make sure the in-battle spell display looks like it should
    -Make sure the Float spell works out of battle like it should
    -Make sure the Safety Glove and Zephyr Cape (which now sets Haste on low HP) have the correct effects.


  5. On 9/9/2017 at 5:46 PM, thzfunnymzn said:

    Your decision. There are cases where I'd definitely say that they should be the same name (Siren vs Siren for Celes; Golem vs Palidor for Edgar)

    One thing you should consider is the possibility of future expansion with class-specific bonuses, meaning that such classes could actually have an appreciable difference.

    • Upvote 1

  6. So, one rather broad comment I'll make is that if this does get coded (Seibaby and D both jumped on it a lot faster than I thought they would), the logic would probably only be smart enough to check for the dominant esper in a given build at best. Therefore, it's prudent to have a name for every esper, even if it's only a small variation on the same build (i.e. Shiva vs. Siren Celes). Things like 25 Alexandr Celes are stupid, but frankly I think 25 Terrato Sabin is also stupid, but people do it anyway. I'd rather have weird classes coded in and considered, even if they're not builds that people really use.

    (Also, "Valkyrie" is a personal favorite term that I was bound and determined to get in there somewhere >.>)

    I'll comment a bit more once I settle into work tonight.


  7. Well, the difficulty running thing is a side effect of nATB and allowing speed to affect your starting ATB did help alleviate that problem from the tests I've seen... your complaint is noted.

    Similarly, boss HP is an ongoing thing that we look into and tweak as necessary based on player feedback.

    Finally, I have a standing offer to anyone interested in actually doing a more "vanilla" script where i will gladly provide the source dialogue for them to work with. I've had a few bites so far, but no serious takers.

    Might I invite you to vote in the MVP thread if you haven't already?