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Chrono Trigger is considered easy for veterans due to core characters having high speed making random encounter and boss fights becoming less challenging. You can use Lunar IPS to apply this patch over original Chrono Trigger (U) [!] This re-balance mod will focus on utilizing roles based on utility and speed. I'll fix other issues and apply re-balance to teches and items including some stuff reworked as below. ===Character speed re-balance=== If you group characters based on speed into slow/normal/fast, the pacing will be 6/8/12 making fast characters being too fast and make the game unbalanced. I will decrease speed on fast characters to make the game moderately more challenging with balanced pacing. Since speed reduction leads to more difficult gameplay, I decided to release version 2.0 with 3 different versions. Normal - This will keep original speed on playable characters. You can enjoy new content and improvements with Valeria 2.0 without increasing difficulty. Some enemies will act a bit faster though. Skilled - This will reduce speed on fast playable characters by 2. It will increase game difficulty a bit with slower offensive characters. This one is more balanced and should have been implemented in original game. Veteran - This is my favorite speed re-balance used in early development. It's considered a bit too hard for new players so first Valeria release made it easier. I recommend this difficulty for veteran players only. You can start new game with different difficulty and it can't be changed later. Though it's more difficult at first but it'll get better gradually with speed tabs you found through story progression. Stat tabs are no longer charmable so please use wisely. ===Character teches re-balance=== Tech re-balane starts from healing being too powerful on some units making some dedicated support like Marle quickly fall behind. Despite having most powerful Life2 tech, she doesn't have AoE heal or powerful spells to make use of her magic at all. Robo's healing teches will easily overpower others with some speed and magic tabs so healing re-balance is the the main reason I started this mod. Even Slurp and Kiss can be over powered with a few magic tabs for 2 MP cost too. Most physical teches will be nerfed a bit and boost dual/triple teches to become stronger. I highly recommend to use dual teches for more damage output. Magical teches however are buffed a bit to make magical strategies working better. There's also a lot of inconsistencies between unit's role and teches they have like Crono getting Raise after Lightning2 while Marle getting Life2 as the last tech when she should get revive ability much sooner so I reworked a few teches too. Crono - He's one of fastest unit, having access to most versatile and strongest weapons, can even revive an ally, and have strongest ultimate spell. So I decreased his speed, change his Revive to attack power up buff, and nerf Ultimate spell down to more reasonable level along with last tech on other units. I also added +4 Magic Sword on VerdicBlade to compensate the lost of charmable tab making him more versatile on magical build. Marle - She's one of the most pitiful design in game. Designed with high magic potential but was given role as support character. Her Cure 2 is useless when Cure can almost heal unit to full HP. Her strongest attack is average Ice 2 and lose to Magus version. Her role of support to revive fallen ally won't be available until you get her last tech. Her only redeeming feature haste become needless with endgame haste helm. And she's only healer who can't do AoE heal alone. In this re-balance, I reworked on her Allure to be AoE, Haste to be Revive instead and changed Cure 2 to be AoE making her role as dedicated support becoming useful as it should be. Her ulti is changed to Haste/Evade buff which is a small bonus since HasteHelm can get only one now. I also decreased her speed by 1 in Veteran to balance unit's efficiency a bit. Lucca - Despite people's claim that she's not being that great but her magic is recognized by pro players to be very good unit in many parties. There's not much for her to be adjusted except raising bonus success rate of Hypnowave a little. Her weapons and Marle's also get small buff too. Frog - He's also one of the most pitiful one fighting the rock bottom spot with Marle too. He started off as very effective unit with 2MP AoE heal and hits hard with Masamune. However, his usefulness quickly fades away as his offensive quickly fall behind with weaker weapons plus lower weapon growth. His magic growth is not high enough to to make his heal useful enough. To redeem his shortcomings a bit, I buffed his basic Slurp power a little, his Leap Slash will have chance to Slow unit too and Cure 2 is changed to Heal 2 for high power heal with status restored. His weapons gets buff to hit harder too. His Heal will have MP usage doubled though. Robo - He's designed to be slow but powerful with abilities to fit all roles effectively with some tabs. He's supposed to be one of the most powerful trump card if you put effort to build him right and I don't plan to change his design much. So besides nerfing tech power like others, I nerfed his healing teches a bit and add MP cost on Laser Spin/Heal Beam. In Veteran level, his base speed is decreased down to 5 needing more effort to maintain his speed until late game. Ayla - She's designed to be physical beast who can steal and heal with status restored and it works well that way. Some people may not like forcing Ayla to steal but there's no better design to work on stealing yet. I didn't change her design that much since she seems to be fine as is now except some minor tweaks like adjusting Kiss power with 2 MP cost and decrease MP cost of Charm a little. Her fist also have 5% critical rate bonus added too. Magus - He's pretty much balanced except his MP cost is a bit too effective so I added MP cost on most of his teches and nerf his dark teches' power a little. His only buff is Black Hole will have 60+20% chance to Stop if not instant death. His weapon StarScythe can inflict Poison. His ultimate tech isn't nerf so it's considered strongest with his magic power. After a few test runs, I believe this tech re-balance shouldn't break the game balance and improve usefulness of all units through the game better without one being clearly better or worse. You can still beat the game with any party combination but using proper strategy and planning will be more important to win the game without imposed challenge. ===Items Re-balance=== Chrono Trigger as a few unused items so I brought them back and modify some items to enhance gaming experience. Since some teches are nerfed so I'll buff some items to improve usability without relying on stat tabs too much. Some weapons for Marle, Lucca, and Frog are a bit underwhelming so I buffed them a bit so they can perform better before getting final weapon. Marle's Valkyrie can hurt pretty well against magical enemies to make up for no ultimate attack. Consumable items have price increased too making HP/MP/Status recovery teches becoming more crucial to use although Ether is cheaper and HiEther is more expensive. Some items are very interesting and allow new strategies like SeraphSong. Most items are buffed and some endgame content are re-balanced with some buffs and nerfs applied. This Valeria mod shouldn't make the game significantly harder. If you play your card right, it might be even easier than original game. This re-balance will make strategy becoming more important to beat the game efficiently. Download: https://www.mediafire.com/file/7j60kd8eukazdhr
Chrono Trigger is considered easy for vetarans due to core characters having high speed making random encounter and boss fights becoming less challenging especially with haste for 24-26 Speed (excluding +3-6 speed items buff). This re-balance mod will focus on utilizing roles based on utility and speed. I'll fix other issues too so let's address issues aside the speed with each character unit in Chrono Trigger below. Crono Issues: His magic is low so Luminaire has OP power to compensate and can be broken with Magic tab. Some gameplay can be easily be done with magic tab and Crono spamming Luminaire with GoldenStud. Resolution: Fix his magic inefficiency by adding +4 Magic to one of his Sword like Frog and reduce Luminaire power. Marle Issues: Her heal is very strong to the point where Cure 2 isn't needed at all in late game. Her saving grace Haste will be obsolete with HasteHelm. She's the only one who doesn't have AoE heal too. Resolution: Reduce healing power and make Cure II as a party heal with reduced power. Make HasteHelm with reduced armor and +2 Speed instead. Lucca Issues: She's slow and her early abilities aren't really useful enough so people often use her has dual tech linker or item user. Resolution: Buff magic a bit so her usefulness will improve a bit and make buff affecting whole party. Frog Issues: His Heal ability is too OP. Aural Whirl needs Crono and Marle to perform with 2+1 MP and he can do that with only 2MP alone and can act fast. Resolution: Increase MP consumption and reduce healing factor to balance things out with Aura Whirl. Robo Issues: He have slow speed (just like Lucca) and abilities to compensate for slow speed is too OP especially healing. Not to mention he'll gain +3 speed in later side quest making him faster than Marle. Resolution: Reduce his speed by 1 so he'll truly be the slowest unit and nerf his healing teches with magic tab in consideration. Ayla Issues: She doesn't have major issues to deal with except Kiss that can make her a bit OP with magic tab. Her dual teches are quite OP too. Resolution: Reduce healing factor and other based teches for reducing dual tech damage a bit. Magus Issues: He's a solo unit without dual tech so he's pretty balanced. Nothing to be fixed Resolution: No need though I'll nerf his Dark Matter a little. Character speed re-balance If you group characters based on speed into slow/normal/fast, the pacing will be 6/8/12 making fast characters being too fast and make the game unbalanced. I will reduce speed on fast characters to make the game moderately more challenging with balanced pacing with 5-6/7-8/9-10 instead. It took me a long while to find optimal speed re-balance in various scenarios. I find it has pretty good pacing through the game without imposed difficulty. Character teches re-balance It always troubled me why Frog's Heal ability can perform healing as effective as Aura Whirl with just 2MP while Aural Whirl needs Crono-2/Marle-1 to perform the similar effects when dedicated healer like Marle needs someone to perform party heal. Robo's healing teches will easily be over powered with some speed and magic tabs so healing re-balance is the the main reason I started this mod. Slurp and Kiss can be over powered with some magic tabs too. While working on teches re-balance, I find dual malee teches being more effective than dual malee + magic teches as tier 2 spells are under powered too much. So I'll re-balance between malee and magic attack power for dual teches better. After a few test runs, I believe this tech re-balance shouldn't break the original game mechanics and improve usefulness of Marle/Lucca through the game better with improved crowed control teches. You can still beat the game with any party combination but using proper strategy and planning will be more important to win the game without imposed challenge. Items Re-balance The main reason I started items re-balance started from fixing HasteHelm that makes Marle's Haste ability being useless. I later added some bonus in some weapons helping the game balance and bring back removed items as enemy's drop at appropriate time. I tried to fix stats abusing but the only way to proper fix is removing them. I made some adjustments in items to help the game instead of those boosted stats. This mod isn't hard type mod so any player can enjoy this mod without feeling challenged or have grinding required. Please apply this IPS patch below on original unheadered ROM file to play. Download: Chrono Trigger Valeria 1.0
For once in my life I want to see something finished by me (well except college, that's a different story). And I hope you guys can help me along the way. Here's the rough draft of what I'll be making with the game, hopefully more ideas will come my way: Re-balance jobs (maybe some stat improvements or downgrades) and job tree Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams. Re-balance some of the equipment. Spells will generally be faster as to avoid being not used for the majority of the game. Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this) Get rid of/balance broken shit. Make all encounters go on average level with your party. (I think I'll have bosses start with +5 levels or something, thoughts?) Make NPC's controllable. Implement a Exp/JP ASM hack if needed. Credits to Emmy of course. EDIT: for now this project is on hiatus, all my focus is currently on an RPG I am making