Feedback and Suggestions

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Starterraics
Started2017-10-18 21:36 UTC
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If you tried the mod and have something to share about your experience, be it small nitpicks, ideas, random thoughts, ramblings, musings or, why not, praise, you can do so here. In case you want an extended discussion regarding some specific aspect of the game or mod you can open a new thread instead.

 

These are some of the more obvious known issues, some are low priority and some are either extremely tedious or tricky to fix.

  • Missing character sprite in the opening scenes of Donnalto's or Rudlum's battles.
  • Funny item, skill or spell sorting in some categories (spells can be manually sorted for use so this is a low priority one).
  • Disabled skills in enemy skill lists which should be replaced with something more useful.
  • Identical descriptions on some lategame weapons.

 

Consolidated changelist up to version 0.92a can be found here, along with an up-to-date class sheet detailing the skills and abilities of all classes in the mod.

On the same address you can also find a damage calculator table explaining some of the mechanical nuances is available in the same location, it is made for vanilla game but all of the formulas are still the same, consult the manual sheet for more info.

 

Meta suggestion: Adding a list of changes in the forum (perhaps another main thread presenting the project) so that lurkers or people who don't know about the project get sold by the changes (since they are plenty) :coolguy:

So far, about to hit chapter 2. Couple things I'm not keen on are no scroll use but I understand it for balance issues. In loving the recruit tp cost reduction and exorcise I think was reduced too. Not super happy with the donnalto and other portrait changes but I'll live. I'll post more ramblings later and when I'm not in my phone trying to post all this. Otherwise I'm loving the balances and changes. 

Thanks, Hart, I'll be sure to do that.

3 hours ago, Kain Stryder said:

So far, about to hit chapter 2. Couple things I'm not keen on are no scroll use but I understand it for balance issues. In loving the recruit tp cost reduction and exorcise I think was reduced too. Not super happy with the donnalto and other portrait changes but I'll live. I'll post more ramblings later and when I'm not in my phone trying to post all this. Otherwise I'm loving the balances and changes. 

Yeah, those visual changes to some of the more notable characters had a somewhat mixed reception, they kinda grow on you and being able to tell named characters from generics is nifty but I'm not adamant about keeping them. Scrolls were a bit cheesy, I think, this way the class spell selection is more meaningful, I can also make some spells more readily available and cheaper so you don't have to blow your bank if you got a ton of casters around.

I don't see what purpose Sidearms are suppose to fill now? They're way heavier than the other one-handed ranged options, don't deal more damage, and have less range.

5 hours ago, Valenhil said:

I don't see what purpose Sidearms are suppose to fill now? They're way heavier than the other one-handed ranged options, don't deal more damage, and have less range.

Yeah, they have to be heavy, now that they aren't consumable we're supposed to imagine the unit carrying a stack and retrieving them when possible, kind of, somehow.

They're the strongest 1h ranged option after pistols and fire in an arc which is always useful, but I agree there's a bit more room there if we account for the weight, I could make them a bit stronger. Probably faster too, it kinda makes sense they should be the fastest ranged weapon because you don't have to reload, that would compensate for the weight somewhat.

Oh by the way I am longueiro12 from the gamefaqs conversation.

I still stand to giving ranged weapons even harsher RT penalties, so making sidearms the short RT ones would work, since you have to be way closer to use them. That would make sidearms very good weapons for scout-like units like Vartan and Rogue. And 2H weapons are very good now so it's no simple choice for the frontline melee like Dragoon or Berserker.

I've a bit of a crazy suggestion off our discussion of Beast Tamer. I was thinking that maybe the problem with Beast Tamer's and Dragoon's situationality is that they're defined by the presence of beasts of dragons on only one side of the battle. So I considered that maybe both would be improved if merging them so the Dragoon was both the Dragon slayer and empowerer, and Tamer both the beast slayer and empowerer. That way they achieve usefulness both through your team and the enemy team.

I don't think beast master is really a situational class because he isn't encounter-dependent, you decide if you want to bring beasts or dragons into battle or not. It was a problem for Dragoons so they got good stats and that nifty jump skill, they aren't a dead weight when the enemy has no monsters around like in vanilla. Sure, dragoons could recruit dragons in first Ogre Battle but that's where their love affair with wildlife ended, in other games they have been either a dragon slayer or just a strong attacker with a bit of magic.

I haven't been taking too many liberties with the class if it has an established image in the franchise, if I made warlocks into a semi-frontliner that's because they work that way in KoL and OB64.

But you also have no reason to use Beast Tamer if you're not using beasts. And Dragoon might not be a dead weight, but their skills are still exclusively for countering specific enemies.

If Dragoon had Empower Dragon and Tamer Beastslayer, the end result balance wise would be essentially the same, but they'd both become more flexible in how the player uses them. It'll at least certainly encourage players to field Tamers more as a response to the enemy team, and when they do, also raise some beasts to complete the synergy. I think it's a more rewarding dynamic than keeping them restricted entirely to either the enemies you're fighting or the units you're bringing.

Anyway, some more considerations about weapon types.

Fist's poison proc is nearly irrelevant, but they're also plain better than Daggers due to the avoidance bonus. Maybe the avoidance should go to Katana and fists get the TP proc so they're anti-physical while daggers are anti-caster, and katanas are simply defensive, like spears. Dagger's mind bonus also doesn't really help anyone much, as it barely helps melee's magic resistance and casters don't really need the extra accuracy. Maybe agility instead.

Swords's Stagger proc also feels lackluster.

Nah, I don't want to change the direction of a class without a very good reason, they merged the male and female tamers into one class here and that's fine because those are very similar, changing a dragoon into a dragon supporter turns him into something entirely different.

I'd like to keep the avd bonus on fists because that's the only thing you'd want to use the pronged weapons for, it makes sense, and they're also dead useful that way on classes that don't attack much but are getting attacked a lot, like clerics. A lot of mage classes can use a dagger so it needs some kind of caster bonus and mnd also grants some spell damage, for other classes silence has a broader application as an on hit effect than, dunno, MP leech or enfeeble which would be good only for casters.

I could give spellbooks enfeeble on hit, though, that would fit.

Sweetness! It's up!!

Enfeeble on hit sounds good, mostly feels like books allow for an armored caster of sorts. Maybe a defense bonus? Enfeeble is probably better.

Any new discoveries for potentially renaming monster units? I miss ol BEEF the golem.

Can't wait for the cursed changes!

Also, I was curious about an ability from FFTA. I'd assume for Juggernauts, but there was one called Monkey Grip that allowed the heftier lizard guys to use a 2hander with a shield. Probably would be a mess to make and balance, arguably would self balance by virtue of RT, but what do You think?

I R the same coffee potato that's been spamming ya on multiple sites, haha

I don't think renaming existing units will be possible at all, unless I turn into a mips jedi at some point and find some way to 1) make the whole thing work and 2) add it to the shop interface. I could just circumvent the whole thing if I manage to add non-human units to shops, probably, it would make the dragon part of deneb recruitment kinda pointless, though, and I'm sure everybody would get bummed out something awful about that one.

Just remembered you asked what's the point of mage pants at some point, arkhiatros pants grant 10% to all racial resistances and the ones for mages have 10% res all elements, which is pretty nice.

 

EDIT:

Honestly, no idea about implementing monkey grip, maybe the force will lead me to it if that thing above happens.

May the mips be with You!

 

But yeah, personally I'd vote for that, but then again, I still have no idea who would ever figure all that out. 

Do You think You might make a training mode analogue at the point of crazy mastery?

Would it be possible to let ghosts teleport again? I don't see much benefit to the whole thing of turning them into skeleghosts. Even when sped up, the AI seems good at erasing them.

The trouble with ghosts is they already have float, I'll see what happens if I remove it, we will probably get something that looks like a rag rolling in the dirt, might be funny :)

That sounds hilarious. Moppy the ghost bringing the pain (From mortal coil)!

Also, random ideas:

Curse, can it not suck? I see one use against high level golems, and chipping them down faster exactly once. Maybe 50% health and 80% mp? It's so cool, but does so little.

Cashromancer. I always wanted to see a money class to actually use Spendthrift. Anyone actually run into that every?

Ideas: revive for 10k, damage for 5k, find coins on moving, Spendthrift,  more money stuff. Bribe for 100k to instakill anything. Hire rando for 50k with a high success on anything? There's no way this will work, is there?

Three curse spells are too much, right, I was thinking of just one spell with curse status and using the other two for spells that buff undead in some way or do something to the living.

Spendthrift and Paranoia spells don't have a scroll you can learn them from, not sure if those work when you debuff an enemy with them. Anyway, goth doesn't exist as a cost type so it would require deeper hacking, I could easily have skills or spells consume oberyths, though, we'll see if more people are interested in that.

Love your mod xD

Btw if you have some free time could you update the readme so that all changes from previous version are merged into one concise changelogs?

I meant sometimes I get mixed up with some changes because they are listed as per version of the mod.  

 

Sure, I'll do that as soon as I can.

Money costing stuff sounds good, and actually, maybe it would be a cool thing for the Buccaneer, Lord, Princess, or Songstress? Granted, that last would probably be in reverse, but maybe she got a sudden inheritance and uppity attitude or something. The Lord definitely seems like the sort to throw money at a problem, though. 

So out of curiosity, when You do the whole drop update, would that involve just swapping their drop tables to have only a particular item, or would they just dump out all their good stuff like an amazing loot pinata?

Do Fusilliers have any unused sprites by chance? Always seemed strange how bright green they are, seemed like they should have drabber colors, but somehow I doubt they made those. Just curious.

If an enemy has more than one guaranteed item, like those temple bosses, they should drop them all in addition to any random items, I don't think setting it up would be a problem.

Generic class colors are what they look like when they belong to your faction, 0 is for your soldiers, 1 is for galgastan I think, and so on. I can't change what a single class looks like because it's assigned automatically.

YESSSSSS, Loot pinatas!!!

Bummer, not sure why they decided to go for such bright colors for the male ones. Oh well. 

Another quick question, will there be a chance to change the way the recipe book and apocryphas drop past the first shrine encounter? I was just resetting Ifrit's arrow-ridden corpose back up over and over again since yesterday, only to find out that their post-sidequest versions apparently don't drop the Shieldcraft book in this version. Seems weird that they basically locked off what seems to be 1-2 crafting books and 1-2 spells for the second go-around, with a high chance of missing those second things. 

I suppose so, we'll see once I dig it out. It's possible that their loot table changes after the first kill because the number of slots is limited so the apocrypha II drop with a level requirement replaces the crafting book.

I tried both, and according to several places, it was almost like it was a different version, now dropping fire gauntlets and shields, Oracle marks, but no books. How goes the learning stuff?

Not doing that yet, I'll do a minor patch with cursed weapons first and then try sniffing out that drop table, can't work on it as much as I'd like lately.

Sweet! Thank You for all the dedication to this thing man!

So random curiosity. Did You come across any signs that they had put in the damage carryover feature from the original for longer siege fights?

Voltare joined my party as a knight with divine magic and the heal spell learned but he can't cast it.  Something wrong there?

10 hours ago, Taylor_778 said:

Voltare joined my party as a knight with divine magic and the heal spell learned but he can't cast it.  Something wrong there?

It's fine, knights can't heal anymore but they can still use status removal spells, just ignore it. That will happen a fair deal, you'll recruit units with skills and spells they can't use until I do a cosmetic pass that removes them completely, makes no sense to do that before it's fully decided which class can use what.

So I've noticed a couple other instances of the AI attempting to activate skills, but maybe 5% of they time they fidget and nothing happens, like they changed their mind. In this case it was an archer changing her mind on what I assume was a double shot prep on the dorgalua fight.

Curious about a random thing. Is there a blond version of Azelstan in there? Just saw his ending for the first time, and it's kind of random that his hair changed colors for one cutscene, got me wondering.

Yeah, the AI is plain bad and not much I can do about it currently.

Blond Azelstan? Maybe, I haven't really tampered with his sprite much and the game uses a different configuration for cutscenes.

Paramenter buffs and debuffs like Fortify and Breached don't seem to have that much of an impact, but I'm also not for flatly making them stronger because it's something the players makes much more use of than enemies, and the game is easy enough as it is. Just something to keep in mind, I guess.

Utility spells, the ones Warlock specializes in, are still way too badly distributed. Dark and Earth are leagues better than the other elements. Water is specially bad, because its unique spells are a wide AoE Poison (which currently only tickles) and a Major Heal that instead of getting the same bonus healing, heals poison (which currently only tickles). Meanwhile, Earth can take out an unit every turn with petrifog or slow several, and dark can charm an enemy that's about to unload a finisher, or just Paradigm Shift that slow-ass terror knight.

If you can't find a way to improve Poison, I recommend just removing it entirely so the AI stops wasting turns with it.

Right, it's the way damage calculation works, for strengthen, breach and similar to do anything you need to have a stat difference so fortify is much more effective if you use it on squishy allies like mages, archers or ninjas, it won't do much for a knight and strengthen will empower your berserker much more than a ninja or archer. It's easy to apply them at least and they have a high duration, even better that they aren't too broken because AI apparently doesn't know that buffs are beneficial and changing that or the damage calculation is beyond me. Especially AI, it doesn't seem to have fixed algorithms to use certain skills and spells, it tries to identify what they do instead.

I'll tamper a bit more with status durations, especially for charm and hard disables like charm, petrify or stop, there aren't enough status effects to distribute them perfectly and what they do is sometimes too different. Doesn't seem that bad, though, most elements have a selling point, lightning has tp charge, ice has stop which is straight better than petrify, healing is pretty exclusive and that slow/rt delay combo is kinda nifty so water isn't badly off either. I'll change poison to, say, 5% HP per turn if I find out how.

Until it's discovered, would it maybe make sense to replace Poison with Envenom for the water version? That mess seems to hurt a bit. By the way, with the Cursed Weapon patch coming up, will that break anything if I have several created cursed weapons already due to the unique stuff, or should it be fine? Just not sure if I should be selling them off for safety's sake.

5% is pretty close to envenom, which is still pretty harmless due to how the game is set up. 10 or 20 damage aren't all that different when what matters is whether or not you can get a pick before the cleric's turn. I think the ideal would be an increasing amount per tick, and then limit long durations to effects like Poison, Bind, and Stun.

War Dances could also use some love. I've put Art of War on my Lord and although I use Decoy, Benumb, or Leaping Monkey pretty much every fight, I've yet to use a single War Dance.

39 minutes ago, coffee potato said:

Until it's discovered, would it maybe make sense to replace Poison with Envenom for the water version? That mess seems to hurt a bit. By the way, with the Cursed Weapon patch coming up, will that break anything if I have several created cursed weapons already due to the unique stuff, or should it be fine? Just not sure if I should be selling them off for safety's sake.

It shouldn't break anything, if I don't fill those slots with something else you might even keep them.

I suppose there's no point in mucking around and replacing poison with something else if it's on the rework list, and it isn't 100% defunct after all. If it turns out I can't improve it we'll think of something.

What's the over/under on getting the Cursed Fusil eventually replaced with a Nunchuk Gun?

My suggestion of removing poison spells was meant as a temporary solution to the AI wasting turns with it, as currently even doing nothing is better than casting poison, but sometimes it'll prefer poisoning over attacking just because it can hit 2 people.

12 hours ago, coffee potato said:

What's the over/under on getting the Cursed Fusil eventually replaced with a Nunchuk Gun?

I'd need to do a lot of testing for that and it's a gimmick so it likely won't come soon.

Is there any way to implement drops being unstealable? Seems....less than likely on many levels. Gotta ask though. 

Also, another curiosity, but if health goes above 999, does it just reset, or do the thing of just going down when it's under it? Blatantly curious if these 1000+ damage pistol shots could ever visually show up. 

I don't think you can steal drops, it should be a separate table for stealing and a separate one for drops.

Haven't tried it, but I think 999 is the actual cap, not a displayed cap.

Oh, I meant like where You kill the guy for the 50th time, he finally drops that hand cannon You wanted, only for the guy next to him to walk up, steal the bag, and presumably flash a very low resolution middle finger. 

Ah, that, no, can't see how that could be done. Heh, maybe if bags were obstacles but you could gloriously wall yourself in like that :)

Oh Hell Yes, that would be amazing. Speaking of, were You planning on tweaking Barricade at some point? Seems like Barricades and Pumpkins are the AI's first choice in dungeon redecorating currently (Minus the edible pumpkins, though maybe that could restore more? Seems like it needs something to give it a kick over Meditate).

200_s.gif

If I can, sure. It would be pretty sweet if bags could be a height 1 obstacle so you could even use them as a stepping stone, like monsters, but I have no idea if that could be done.

Awesome! Could be thinking about it all wrong, but in theory....it's a sprite that takes space and has attribues to be deleted and picked up, and monsters have that step over thing, and presumably there's just a list of attributes that get checked off.....OK, I'm completely talking out my rear end completely blind on this one, but that idea sounds like it would be incredible! Is there a way to just make the bag drop on the other end of the map or something?

Depends how objects get defined, if loot bags share the same table with stuff like shadow clones or shrubs it's probably simple enough, if not, things get complicated.

Out of curiosity, I have another awful idea for ya. A wonderful, awful idea. Namely, if there's a green version of Byrhindr in the sprites there, maybe there could be a weaponized Christmas tree!

A good thing it wasn't halloween recently or you'd be asking for some pumpkins in the game. No... wait...

But yeah, christmas is almost upon us and all the MMOs out there will have christmas skin sales, events and whatnot, a good thing this game doesn't resemble an MMO even a tiniest bit. The real problem is that white sprites change very slightly with palette swap, so there isn't a green Brynhildr, well, it would be kinda greenish maybe, as if it had one too many cups of eggnog, but there likely is a very nice green version of Nephrite sword.

By the way, there's a pretty cool sword sprite that the game doesn't use for some reason, we'll squeeze that in somewhere if I find a battle sprite too, or at least one that resembles it enough.

Awesome, can't wait to see it! It isn't the odd old kol Sprite for the matsukaze or something by chance? 

*Anymore. It did have a lot of MMO stuff, You fixed it!

Please no more pumpkins :S

Also, are all the slots for unarmed attacks taken? Is there an option for giving Archers and Fusilliers some manner of Shiv/Bayonet or something to give them some nominal counter ability when using larger weapons? 

Another random thing, can others become musicians? Seems odd for Iuria to need Jump.

There's an unarmed slot with some crappy attack that I could appropriate but it's hard making those things scale well if the class doesn't have monster-class ATK growth, I wouldn't be able to hit a sweet spot where it doesn't do too much damage early on and sucks later.

Yeah, pumpkinheads can become songsters.

On a separate note, seems I won't be able to use those extra cursed weapon slots after all, the item names are generated when snapping so they don't exist in game files, they're on your game save instead so nothing can be done unless I discover how to change the addressing. I've still reworked the original cursed weapons into static items so you can't snap them anymore and I can alter their stats, we'll see if it works out any better.

Sweet, v 88 is sounding like a big one!

 

Also never thought to try that, this pumpkin is totally becoming one now.

 

....ok, I tried it, and the pumpkin can't seem to learn songs, for some reason. She can learn seemingly every other singer skill. 

Won't really be that big, I did the cursed weapon rework, fixed some spells and a few other minor things, I'll try squeezing in the remaining elements for all weapons somehow, probably by using the upgrade slots for lower level gear, you don't even have access to crafting at that point.

Songs as in scrolls or the skill? They use Art of War skill now so you can't learn the Songs skill. Thanks for reminding me, though, I forgot to switch over the Songs skill back to song spell group, it should be done so you have access to them through both skills because enemy songstresses won't have Art of War.

My bad, must have been a bit too asleep yesterday, I thought I had assigned AoW, but had forgotten to slap it on there while running AI grind fights. 

So does this mean these weird jank weapons get to stick around a while and triple-overkill dragons while sweet new stuff gets added to the POTD?

Also, for Your hard mode down the line, were resurrections via priest sticking around for that one, or just necros? I forget if this was asked.

Got to wondering today, maybe instead of removing resurrections there could be an XCOM approach? Seems like Consecrate already has a countdown stopper, maybe it could be a stabilize move?

Probably not, I've been intending to remove resurrections altogether. Dunno how feasible would a countdown stopper be, maybe some kind of evacuate move that removes the corpse from the battle so you're left one man short but his life is saved.

That sounds like fun, would be great for KOs to matter. Do You think there will be a reworking to craftbook contents later? Stuff like Armorcraft having only two pairs of pants, the Legguard enchilada having shoes and no armored boots or leggings, or the Headgear book having only Holy Crowns?

Sure, I'm planning to add more craftables if I can.

So when You're doing more craftables, could You add a few items that could be useful all game through as sidegrades to existing stat bonuses?

Let's say...like a shield that gives a massive deflect bonus, but no stats (could be one of them samurai balloon shields), or boots that boost health by 100, give 2 parry, but lower resistance by 50.

Maybe a helmet that can cast trueflight, or earlier availability of the different terrain traversing abilities?

Ooh, gauntlets that give 4 Overpower, but lower agility significantly. 

Maybe a Pollaxe that hits with high amounts of all damage types, but has only moderate base damage?

How about the Fairy Net, a Bola that gives a massive bonus to Faerie damage, increases sacreology, and just generally deals with annoying fairies, but only has maybe 20 base damage?

What about a Dragonslayer, once again, moderate base damage, very high racial damages, but preposterously high RT

Is there a way to implement an item effect to show up as an active skill? Say...a self pushback? Moonwalker boots!

Maybe a Phalanx Pike that uses 3-3 range, has high racial damage abilities, but high RT. Like a crappy back liner spear for poking at squishies from afar for Hoplites (or just Tamuz).

A pistol that inflicts stun and resets RT sounds fun. 

A distracting, shiny shield that can reset TP when smacking someone!

Is there a way to implement a blunderbuss with preposterous scaling damage over an AoE and horrible armor penetration with RT that would make anyone cry?

Gag as a secondary weapon for a healer assassin? Moderate damage with 80% silence?

Teutonic Armor, just a grossly heavy set of mid game armor with double weight, high defenses, and the ability to fortify? (For those AoE2 references that totally make sense here)

I suppose in general just stuff that would scale well, have a unique purpose, and just add some fun variety to the item pool. I was thinking earlier, this kind of stuff, while not implemented correctly in the original, was one of the very few things I liked about how they implemented crafting for the original. 

 

Sure, I can do some of those and some I can't, however room is the problem now that we can't count on those extra 34 slots from cursed weapons. I could use the +1 weapon slots for those alternatives because it isn't really doing much for the game currently. I was planning on using some of those to cover extra elemental weapons anyway but that's weeks worth of just shifting stuff around and fixing what I inevitably messed up.

Boots, shield or those gauntlets are fine but I have to be careful not to exceed +4 total bonus from all items you can equip at the same time or it starts counting back from 1. There's probably no point in having more movement effect items, I can just shift the ones we already got to be available earlier.

The Poleaxe can't work, however, an item can have only one damage type, one element and one racial affinity.

All endgame elemental items have a bonus against some race so it wouldn't be adding anything new, it also applies only to that extra damage from stat difference so you'll likely do more damage with a high ATK weapon to some enemies than a low ATK one with high racial damage bonus.

Depends what kind of active effect you had in mind, the system is kinda restricted.

A longer range spear is no problem at least.

Stun pistol is fine but it can't have both stun and TP reset, unlike spells and skills an item can have only one on hit effect.

Mentioned this before, but the game doesn't really have a distance-limited cone AoE for your blunderbuss, only an infinite one which will probably freeze the emulator on weaker devices.

Teutonic armor is ok, no idea if anyone will use something that heavy, though, we like our RT low :)

I know I, for one, like to load the most preposterously heavy armor I can find on my leader on Ironman runs, it usually tends to work surprisingly well. My brother always laughed when I used the Teutons in AoE2....until their lumbering butts made it all the way across the map 3 hours later and burned everything. Even better when a mod came out to give them spears....

I keep forgetting about the AoE thing, sorry, bad memory.

The active effect was a self pushback, which I assume wouldn't work, but just had the idea earlier when using my resident Jedi warlock for slashing a guy and pushing them for the next in line. If they could move one tile, could work for a sort of hit and run item. Also useful would be a low attack dagger that allowed for anyone to use Sneak Attack for massive damage. Or, maybe a Lance that gives Dash. 

Bummer on the Pollaxe, the sheer swiss army stickness of that thing always was cool.

It certainly would be nice to have more movement items earlier. I see absolutely no use whatsoever in them where they are and how they are right now. Like...situational doesn't even begin to describe that situation.

Never knew about the 4+ thing, are there any that currently don't have a bonus that could fit in that oddly specific hole?

So a high racial bonus item wouldn't work as a highly specific anti-whatever item early on?

So.....shield ideas

-No phys armor or evasion, but maxed out affinity shield, basically a non-crap version of the Mind Shield from Runescape.

-Shield, probably using another version of the Pelta sprite, that gives a crossbow bonus

-Surfing shield, moderate defenses, gives water walk

-parrying dagger, no defensive bonus, preposterous evasion bonus, looks super classy

-book, gives an int bonus, evasion bonus, but no defense. Mostly just an excuse to dual-wield books

-A Crusty super old cheeto-covered laptop from the 80s, gives charmproof, no one wants to be friends with that. (comes with a free combover)

Other ideas:

Kheraizen- a reference to a game probably no one playing this would have played, but would be a pistol with a dagger bonus. (It's SOTS The Pit, a small studio Roguelike)

Blackjack- staff that can hit with sleep

Handcuffs- Low damage 2-range Bola that Shackles

Wooden Sword- low damage training weapon that can hit with curse. (emulating weakening as opposed to killing stufff)

Pacifist- Fist weapon that uses whatever effect the old bombs used to not be able to kill stuff

Lobber bombs that inflict envenom

Iron Boots- Steadfast from armor

Troutsers- pants that smell like fish and maybe combine with the reeking set to allow water walk? (no part of this one seems like a good idea, actually..)

Sniper- 15 range rifle with a massive agility penalty and high RT

Maybe the winged shoes can get an RT penalty? I mean...seems like You should be able to run pretty fast in them things.

Mortar- A cudgel that can fast Firestorm 3 a few times

Can reflect work for all damage? Maybe some armor that grants a use of Reflection?

 

I can probably spout out a few more awful ideas, but maybe something here will inspire some amazing 40x better version of the above. As always, thanks for this amazing mod!!!

Sure, it's possible to have any spell, active or special as a usable item ability. There are special cases of some passive skills working too, like reflect damage/magic, it could be a craftable alternative for barbed and baldur shield.

I was also thinking about using books as a zero defense shield. Some of those ideas could be interesting, we'll see what works once I shuffle the things around and see how much space I have to work with.

Thanks for the consolidated changes. I'm looking forward for the next update. xD

So....I feel that Charm maybe needs to be a little less strong. Obviously all things have wards and whatnot, but just did a part where I underestimated the sheer numbers of healers one of the San Bronsa fights had (As in every single one having Heal 3 and heavy armor), and seemed to get into a predicament with absolutely no chance to win. Then I remembered Charm was a thing. Over the course of the next half hour, every party member was throwing out 100% charms over and over, with only a couple times where one of their units broke free and full-healed each other. It actually felt a little surreal strangling the crap out of their group like that, inching away little by little, petrifying and sleeping those that didn't need to be charmed yet. Bewitch got reduced to 2-3 turns, but yeah, I had enough time to re-up charm over and over in this case. Is there some way to make it to where debuffs become less accurate when used over and over? It was certainly a fun fight, just can't see why any NPC army wouldn't have a billion Sultry Politicians backing up their front lines.

Yeah, I've already reduced it to the same duration as bewitch for next patch. Did a minor pass over some skills and spells too, I'll probably release what I did up to now and leave the serious item tweaking for another time. Status accuracy decay would be 99% impossible, I think.

Sweet goodness!

Random note, the musical scores are still a thing apparently, I've been picking up a few travelling around San Bronsa. They don't have a Sprite, though.

Yeah, saw that one and took care of it today, didn't remember they could also drop besides being available at deneb's shop so I haven't replaced them back then.

One more quick question. So once You get there, will You be adding some of the crafted gear into the NPC pool? Say like the Wallister have smaller numbers, so maybe they have a chance of better armor, or the Galgis love their mages, so they have better staves kind of thing? I'd assume plain randos might just invest into weapons and helmets. Is that something You would consider or could do down the line maybe? Might add some spice to the grind fights to find the one random deserter that invented the gunblade xD

I could, but not to separate factions, gear is added to the random pool globally. Can't be on just some of them unless you force equip it to a certain enemy that appears in a certain fight, which I haven't found the table for yet.

A few small things I noticed:

The description of the skill "Princess's Whim" could use a dot and a space at the end
And Lightburst II is listed above Lightburst (this is annoying me more than it should :p)

All in all i'm loving this mod

Right, if a skill description is missing punctuation or a space, in 99% of the cases it means I had no room for it and it's better than abbreviating. Sometimes it seems there's enough room but it still truncates the text a bit strangely for some reason, which is the case with Whim so I'll just shorten it a bit and it should be fine, thanks for reporting it.

The situation with burst spells is similar, instill spells have more space in their name slots so bursts II had to go there, there isn't enough room below. You can rearrange the spell list for every character so it isn't too much of an issue, I hope.

You said adding a casting efffect to an item takes a second slot, right? I was curious if there was an interesting place for a set of bows with Bringer abilities, something to allow for a turn of setup for maybe 2 turns of guaranteed debuffs? Is there a way to limit the different sources of different buffs? Is there a way to make an instill move for racial effects?

 

Random non mechanical note, why do You think they hated maces so much in vanilla? I've been trying to make Denam into an unstoppable mace God on a vanilla Ironman run to set the bar for the modded one.

I've changed those endgame sniper gauntlets to have a few uses of Benumb, you can't change the duration just for the item, however, unless you make a whole new skill just for using it on the weapon. When an item has a usable skill it uses the same one, except it has no cost and you have to spend a turn on it, so an active skill on an item would use up your main action too. Can't see any way to create new racial buffs yet, maybe some day.

Dunno, can't say they hated them too much, maces are a perfectly normal crappy weapon, meaning anything that isn't a dagger, katana or bow.

True, but they're also the only one to have that bizarre damage scaling tip to where they basically do 1 damage before upgrades, skill ups, and a crap ton of dragon steak. Getting Denam to hurt dudes with that thing on vanilla took several hours of grinding and basically stacking him for offense. Kind of funny to see him go all kingly on folks now, though. 

Just finally got the Zephyros, is it supposed to have a greyed out background? I thought these all got shiny golden goodness?

Is it possible to add a couple more casts to some of the end game weapon spells? That wind god must have gotten tired fast if 1 deadshot tires him out. Notos needs a gym membership

Is it possible to add a spell that has the Reeking effect? Maybe a Draconic thing dropped by an Ogre, just covers someone in whatever horrid stuff they cover Abercrombie stores in?

Lastly, were there any plans to relocate some of the drop spells from SB (teleport specifically)?

 

Yeah, Zephyros was an oversight, fixed it.

I'll replace the spells on high end weapons with something else rather than buff the use count, I've started changing them a while ago. For instance, Caliburn has 2 uses of Boon which is a small nod to FFT Excalibur, Oracion grants INT bonus instead of AGI and has one use of Requiem that does spell damage so it's a good weapon for hybrids. It's usually some kind of attack skill except for caster weapons which still have spells and it will be limited to gear that is harder to get so you have more incentive to go through the trouble.

No idea where set bonuses are, it's done differently than other stats.

We'll see once I find the drop and steal table and start working on it, a lot of things is likely to change.

Sweet, thanks man!

Do You think You'll be adding more unique stuff to the steal tables by rank when that's found? As far as I can tell, the only benefit to getting a maxed out thief so far was slightly higher grade healing items and the Reaver Ring at 5. Plus side, they basically speed up crafting in their current state. 

General curiosity here, but how many different versions of Denam did they make?

I hope one of those caster moves can be like the Illusionists from FFTA2. As much as they were pretty much a walking smartbomb, I always expected that to be the Apocrypha, or maybe for it to work like the Scholar from that one, where it basically nukes both teams. But yeah, maybe one of the instrument can whip out those sweet electric guitar riffs that split the sky and bring down lightning for miles. So far the closest I could get was giving lightning summons and a ukulele to Iuria. So...uhh.....get on that! (can't wait to try those others!)

Any chance of a 2hander that does the ice hold move?

P.s. How awesome would it be if they made the emblem system for this one, and it just needed to be turned on somewhere in there?

If it's possible I'll do it, sure, Steal is severely underused in the game.

There's only one Denam in the racial template table, that's because he never appears as an npc. As a point of reference, there are 4 Vyces.

The game doesn't use the targeting type that hits everything, I'll see if tampering with the parameters of the type that hits all enemies can give us that effect. But I probably won't create any new effects just for items, I don't have much room left in ability table so I'd like to save it for new skills or spells.

Which ice hold move and emblem system?

Freezing Gust, and the emblem system from KoL. There's no way that's actually in there, said that as a joke, but it still feels like they tried to go for that with the skill ranks. Would have been cool to unlock classes through tricks and achievements again, though. Of Course, Fist Fight might break the game in half, but still.

Out of curiosity, is there a Gold or Brown Vyce that looks like Delita?

Does it count as a whole other move to add an effect on spells? Like say if the dark version of the poison move wanted to be both poison and hobble?

Ah, right, there are most certainly no emblems, can't see them trying that too, they already tried a bunch of crap that didn't work.

I was mostly avoiding giving debuff spells to gear because a straight fighter would have very low chance to do anything, there are a few on gear with MND bonus, like daggers or instruments. There's Dominate on Skull Mask, that one also infllicts stop.

There are no Vyces that we didn't see, there's the recruitable Vyce, law NPC, chaos NPC and the dead one.

Well, the whole thing works like this, there a big table with all spells, active skills, special skills, finishers and item effects, you can give an item anything from there but it will be exactly the way it is, you can't modify it on the fly.

As a sidenote, I remembered you were wondering about float buff, the whole point of that is it gives you +1 jump, a gremlin rogue has 4 jump in the mod.

Oh, ok, that makes more sense, never figured that it did anything aside from traps. Guess I'll have to try it more, that's really useful.

Is double or triple hitting an effect that can be set as a use ability?

Dead Vyce being zombie Vyce? Is there a way to allow recruitable Vyce to be a zombie? I actually haven't seen him yet to confirm he exists, aaaaaalmost there at this point. (Thank You again for making getting to Coda an actually enjoyable prospect!)

Did they add a Plot Gun hidden somewhere for fun? That gun Barbas and the presumed Tiger Knight get looks like awesome. Maybe it was just loaded with plot bullets! You mentioned a warlock gun Sprite (I vaguely remember that coming up), who would You add guns on if their sprites were found? (Warlocks and their force push are probably my favorite class now)

Not in a way you think, on hit weapon effects are different from skill effects, you can have only one and your control over it is limited. A skill lets you fully define a primary effect and two additional ones, so a triple hitting ability just has three hits which can use different damage formulas and elements. However, a skill can't be a normal attack because there's no animation that works with every damage type and there's no skill damage formula that does normal attack damage, that's why sidearm finishers feel a bit wonky, they use the animation that looks the least awful out of them all and some thrown weapons are fairly different, like javelin and bola.

Yeah, I think it's zombie Vyce, if I find out how to trigger the recruit dialogue anything can be hired but that won't happen soon.

There are only real weapons in the table, the cutscene probably uses real rimfire or just plays the animation blank, there was probably no need to create dummy weapons because the game doesn't seem to use separate weapon entities. I mentioned guns and warlocks as a joke, they give off that Indy vibe of a badass archeologist so I gave them whips but they're 2handed so you wouldn't be able to use a gun and a whip anyway to play the full role, I could give them guns no problem.

Ok. I've done everything but the Palace of the Dead and CODA. Before I go into that, some considerations:

Class balance: Spellblade, Beast Tamer, and Berserker feel like bottom feeders.

Spellblade might be a generalist, but this game is built around specializing and in the end it can't deal decent damage to anything (Since it seems to be held back mostly by lackluster stats, could be simply tuning). Beast Tamer is crippled by the short range on its skills, severely limiting its effectiveness as if it's not in range of a beast it's a worse Warrior. Berserker is way too fragile for too little offensive benefit and can generally be replaced by other, sturdier fighters for little to no loss.

On another note, Terror Knight could be a little bit tankier. They're not bad, but they're barely more resilient than other frontline melee and way behind Knight and Hoplite. Just a little bit would help.

Stats: Avoidance feels way too strong. Waaaay too strong. Making the sturdiest knight possible still seems to be more vulnerable than anyone packing full avoidance gear.

Ranged Weapons: Once again, the RT penalty still doesn't feel harsh enough. I was thinking 66, 76, 86 for 2H Bows, Crossbows, and Fusils, and 20, 40, 46, 52 for 1H Sidearms, Bows, Crossbows, and Fusils. 

Spells: On top of the disparity of status effects available that I mentioned, offensive Draconic doesn't feel as powerful as it should be for its measly 3 range (should be made stronger and more expensive, I believe), and the status effects seem to still be gated to those two areas I haven't visited yet, which doesn't feel right. I feel it should be tailored to be really good for specific "battlemage" classes, Warlock, Princess, and Knight Commander come to mind.

That's it for now. I need sleep.

Dang, now I definitely have to have a whiplock for the Ironman Run.

So You said the different hits can have different affinities, is it possible to change their damage type like that sort of omni-spork idea of crush-stab-slash? I assume no based on the no on that earlier, but in this case it was mentioned, so gotta ask (sorry for occasional redundancy).

Gotta agree on the above on heavy bows, they do still rock pretty hard. Guns, not so much, having a team comprised or firearm users updated for the mod now, I can safely say that they get overwhelmed a LOT. Actually, if it wasn't for mass Attunement( Which still only effectively works 60%ish of the time with the way Bewitch applies, which is fair.), they would stop being viable. I have Canopus with a 1h bow and dagger combo, and he seems about right, my sidearm sidekick of his seems to take turns every other week some days though, albeit he is a hoplite, so that's likely why. 

Just to add two more cents on the above, is there a chance of higher range of their empower moves? Damage wise they seem fine, they're not exactly fighters, though it would be nice to be able to rotate their finishers and powers a little more, they can friggin rule with a lightning mage behind them though. Spellblades seem awesome in my book, I'd prefer a little more speed on them to use as light infantry, but that would break stuff. Berserkers are friggin great, though, friggin gotta turn on their invincibility move and go to town while keeping a knight near them. I love the way their moves go together, allowing to go for AoE, high single target, next turn survival and counter damage or just plain defensive. They're easily one of my favorites, especially with axes or fists.

Dunno, I was getting awfully good mileage from my berserker but there's a new skill coming up in next patch to replace risk management, it should be an improvement. The game is indeed built on specializing but that doesn't mean generalists can't work, warlock, ninja and rogue are a good example of strong generalists. I made all beast tamer's skills scale range by rank for next patch, that should help a bit but it's ok if he has to stay close to his pets, I wouldn't let some of them out of my sight for long. If I get a good idea for some spellblade skill I'll do it but won't touch their stats anymore, they're already very close to specialists.

On the subject of defense, I can't make terror knights or dragoons quite as tanky as knights or hoplites, they dish out more damage and have other advantages. Avoidance chars are generally weaker to spells than tanks so it's a good thing if they're stronger vs attacks.

I'm planning to make dragon magic more readily available, lesser buffs will probably be available in Deneb's shop and picking up everything else will likely be possible by one PotD playthrough. The general idea is that some dragon spells are more or less known and the good ones, aka 'secrets of dragon magic' are hidden away.

Warlock, Ninja, and Rogue are not generalists in the way Spellblade is. They still have the stats and skills to excel in what they choose to do. Warlock has the mind for 100% accuracy disables, which is pretty much the strongest option available right now. Ninja and Rogue have the speed and mobility to engage the targets they're most effective at. Spellblade can only do two things, deal physical damage and deal magical damage, and it's good at neither. On top of that, while ninja and rogue have incredibly useful skills for their role, Spellblade's selection is a mess. HP infusion is useful, but it's a tanking ability. MP infusion is misguided, as the class can already attack physically to accumulate MP. And I don't thing anything needs to be said about Barricade. Spellblade, as it is, seems tied with Warrior for the most pointless class in the game.

I don't think Terror Knight should be as resistant as a Knight, just a little bit more than it is right now. The gap between them is very large, to the point where Terror Knight is closer to berserker than it is to knight. It already pays the price for ibeing tankier in speed and shitty accuracy.

The thing about beast tamer is that the range on their skills should be at least good enough for the two to confortably pick their targets within an area. The way they are now, the tamer often can't simultaneously reach a beast and a target. Feral Remedy should be Range 3, and the others range 5.

About ranked skills, I'd be more tempted to do away with them entirely. They have to be balanced according to their highest rank, after all, so they're just one more grind, but now on a unit by unit basis, which gets aggravating fast.

OK, so gotta disagree a bit. I know, that never happens ever. 

So...soldiers friggin rule. As far as an outright overall excellent front liner, they really take the cake. Vigorous Assault helps them serve a defensive/support role at a pretty cheap cost, and it's saved multiple units more times than I can count. Mighty is just amazing for cliff knocks and damage, and double impact is, as far as I'm concerned, the best damage ability in the game with a two-hander on them. 

Spellblades may be generalists, but they still can do most things pretty well. Barricade, while I'd prefer it to be a 20-30 cost move, can still provide a good block if they get a good spear stab and pop it in front of them. HP infusion is good for tanking, but again, helps them serve as support, they can use their turn for item heals, and still heal themselves. The MP one is admittedly less useful, but against some lower defense stuff, their summons can one-shot, in turn sense, anyway. Unlike rogues, they can actually take some damage, too, friggin rogues need to be fast to avoid getting 1-2 shotted. 

(Also, that avoidance thing...armored gloves and a robe on sword masters can be awesome. They still get hit hard by spells and such, and a debuff will always end them, but it's far more mage tanky, and the AI sees the high damage potential and gets themselves prempted over and over and over, it's fantastic. Other than that, with how many hits are flying around, even 25% can't be relied on when one hit can debilitate or disable someone. Voltare had avoidance gear and high armor. Voltare's dead now, because one of those 25%s critted him off a cliff on his last life. RIP Voltare.)

Also very glad to hear that we won't be needing to invade heaven to learn how to detect traps! Friggin...detect....coming about 500 battles too late to be useful. Actually, is there a way to change the range of detect to maybe double what it does? Also, it'll be interesting to see the beast changes, really looking forward to this next one!

It's kinda hard to get a tanky caster outside of special classes, that's a niche of sorts and spellblade fills it good enough currently. I don't really think he can do it better without stepping on the toes of straight classes, which is something I'd like to avoid. We could say that spellblade's real problem is that his role is far from the meta, but I still think that role should be there.

About ranked skills, I'm trying to balance them with mid-rank in mind, if you went through the trouble to farm it fully I say you earned your OP skill, enjoy.

Probably mentioned this before, but I don't think this game can ever become truly well balanced, the mechanics are complex (read: crappy) and there's a lot of factors in play. What I'm trying to do here is remove the worst of it at least while keeping as much of the fun stuff in as I can.

If you want it to be a tanky caster, then give it higher magic resistance. That'll at least give it a niche in being the only "tank" that doesn't get hit by a 100% petrify.

That's one of those examples of crappy mechanics I was talking about, both int and mnd contribute to debuff accuracy and only avd helps you avoid it, mnd and res have nothing to do with it. As a result it's kinda tricky to balance it, I can't give all units high avd and if terror knights or familiars are to hit anything with their spells I need to use a high accuracy formula that causes real casters to do a guaranteed status on most targets, which is ok if I want them to compete with damage spells. And I do because the best status in the game is still 'dead' and damage casters are pretty strong.

Damage casters are pretty darn amazing. Right now for post game, there's at least a reasonable choice between classes, honestly I don't really see a problem with spellblades, again, aside from the barricade thing, which is a personal preference. I just like the look of barricades everywhere. That being said, the damage ranges are interesting.

Actually current rounded min/max damage numbers, including multi-hit numbers are looking a bit like such:

Dragoon: 3-1,500 (Cursed Fusil with Dragon Slayer and Instill)

Knight Commander: 4-1200 (Cursed 1h Sword, Cursed Spear, Double Attack, Instill)

Vartan: 150-1,000 (Cursed Bow, Instill) [Canopus reigning champion of inflicting DEAD]

Heretic: 200-900 (Hellhound)

Shaman: 150-900 (Salamander)

Spellblade: 90-800 (Sylphide)

Wicce: 200-500 (Sparksphere)

Warrior: 300-700 (Stasis Blade, Double Impact)

Berserker: 200-700 (2h Axe, Last Resort)

Terror Knight: 150-400, 250-550 (2h Sword, Instill, plus terror)

Juggernaut: 100-400 (2h hammer)

Knight: 80-300 (Lombardia)

Songstress: 2-800 (Cursed Guitar) (holy hell)

Archer: 200-550 (2h Bow, Double Shot)

Rogue: 50-200 (2h crossbow)

Fusillier: 100-350 (Jezzail, standard or course correction shot) (Seems underpowered until mass bewitch causes mass chaos)

Hoplite: 50-300 (Sidearms)

Warlock: 999999 (Mindblast best move confirmed)

Too bad Resistance doesn't affect magic defence, then. That was an intuitive guess, but no such luck.

And I know warrior is good. It's one of those classes that really feels how much stronger 2H weapons are now. And it's good because it has a skillset that enables it to make a role for itself.

Spellblade really doesn't have that. I suggested increasing its magic resistance because we don't have a "magic tank", but it's really the skillset that holds it back the most.

A magic tank does sort of exist in the form of the Angel Knight, they're kind of late game, but that would be when spells hit their apex. 

Also, yeah, a warrior hitting two things with a double impact with spears is just bruuuuuutal.

They aren't quite as tanky as spellblades, though.

Version 0.88 is up for grabs too, have fun. I can make you a code for new cursed weapons so you don't have to run the palace again, Coffee.

Woo! Also, how would I use such a code? It would be quite nifty not to go through all that again =P

Thank You as always computer genius man!

It's as simple as turning on 'enable cheats' in ppsspp's system options, starting the game, pasting the code into the cheat text file and turning it on.

Oh sweet, I had to do that to get Armored Core to stop graphically eating itself on launch, awesome! (Yes Please!)

Also, my god man, just did the part on these updates, and this is friggin BEAUTIFUL. :D

So Necromancer is now this weird squishy that can simultaneously destroy other squishies with a crossbow, get the high accuracy Charm/Petrify/Stop on tanky units, instantly kill and prevent undead units from rising, and instantly revive your own undead units through a skill?

This is odd, after your reluctance to give 2H crossbows to Beast Tamer (I mean, it's literally a fantasy hunter with an animal companion). I was finding Necro just as good as the other casters, with the added benefit of keeping undead from rising without wasting a turn, and I haven't even tried recruiting some undead yet.

Yup, also a lot of his functionality is tied to undead so you probably wouldn't want him if there aren't any in your team and his damage with a crossbow is subpar. Probably already mentioned this back on gamefaqs, but I'm trying to give the classes what they need to function or stand out, a 2H crossbow would be counterproductive on a beast tamer because his pets are out there on the front lines so I made him tanky enough to survive there instead and gave him decent sidearm options to farm TP if needed.

Necro was overlapping with lich and heretic too much and the mod doesn't have this type of character so I'm trying if this would click. The general idea is median necromancer with crossbows, several damage spells and good debuffs, I didn't like the class as it was and if this doesn't work out we can always try something else.

That reminds me, maybe I should try turning banish into a corpse explosion move.

I love the idea, I will finally use these guys. It feels like they actually have a lot more function for their rarity on both of the undead classes. Plus necros can actually range farm tp for their stuff now.

But yeah, the mortality update is real.

My ppsspp is not recognizing the patched ISO as a PSP game and can't run it...this is on Android.

Have you tried the moddb version or these patches? Better use that one, they can't host the moddb version here and these are fiddly.

Yeah, it's working now.

What were and are Denam's base stats? Assuming the tarot answers still have the same effect.

Minor thing, Setan Kober and Canine are swapped in their list order.

Also, curious, is there a way to allow for mod fight equipment changes as a skill for some sort, like an Arms Master kinda thing? Not saying it could be called a Risk Breaker, but..

Also, nice to have the Notos doing dragon moves again, intentional KoL reference?

Urgent problem. Got a game freeze.

Tried out Bayin as a crossbowmancer, he fired at a fairy, missed, got a sort of slow counter rock throw, it went up to him, did nothing, and just stalled out there.

Can confirm the above, whenever a character dodges a ranged counter  a visual effect appears somewhere else in the screen and the game just stops there.

Would you update the consolidated changelist too? 

 

10 hours ago, Valenhil said:

Yeah, it's working now.

What were and are Denam's base stats? Assuming the tarot answers still have the same effect.

In vanilla it was 33 on every stat + tarot, in 0.87 it was 28 which put his total slightly below other uniques, 30 looks fine.

I'll have to check those ranged counters, no idea what's causing it, thanks for the report.

I can't fiddle with the item order easily, unfortunately, it pretty much means transplanting it to another spot in the table and that has problems of its own. Equip change skill doesn't seem like a possibility.

I'll update the changelog later, sure

Just checking, but there is no way to revive a downed unit any more right?

Because in the neutral route chapter 3 there is an optional battle where you start with some downed allies and they have some dialogue if you revive them.

I'll test to see if evacuations trigger the dialogue, technically there are revivals, but they're what's there in the lore, so that San Bronsa reaction from Denam upon seeing someone revived finally makes sense. So yeah, revival is possible for generics by zombification and charm of remission, seal of rebirth or ensanguined rood.

30 minutes ago, ajuintje said:

Just checking, but there is no way to revive a downed unit any more right?

Because in the neutral route chapter 3 there is an optional battle where you start with some downed allies and they have some dialogue if you revive them.

There is, draconic Sacrifice spell and paladin's Sublime Sacrifice, which you don't have at that point, if this works out I'll probably change those to something else. Their dialogue most likely doesn't trigger anything because you can technically complete the battle without reviving them, it's a loss I'd be willing to accept.

I've fixed the thrown stone bug so you can pick it up on moddb for the time being, can't do the iso patches right now.

Baller, thanks for the rapid fix man, what did it out of curiosity?

It would be faster if I wasn't asleep when you reported it, the thing is kinda gamebreaking so it should be fixed asap. It wasn't anything spectacular, just a few numbers pasted where they shouldn't be.

Not sure if I'm missing something, but UMDgen is saying it can't open the specific ppf file? Did I miss a step along the way?

Use the moddb version, ppf patches here aren't updated.

Oh, I was. So apparently the vanilla version that I usually mod from wasn't playing nicely with the PPF file. Not sure why, modded it to the time stopping rock incident, ppf'd that one, and that seemed to fix it. I haven't the foggiest why, but seemed like it would work, and it did. 

Agh....dang it..OK, I know I'm doing something wrong. 

Vanilla ISO -> apply PPF -> can't open PPF

Modded ISO ->PPF applies -> No game found on disc or disc is corrupted

Checked, this is the US version applying the US patch. Advice?

Well, applying a ppf from a moddb version wouldn't work because it has no ppf files inside. Get your vanilla iso, drag those two v0.88a bin files inside and save it, just follow the instructions from moddb readme.

OK, I discovered the problem. I am a moron. Problem solved now! (For some reason I kept seeing ModDB and thinking NGplus. Sorry)

In my third attempt, finally manage to get Rudlum before he suicides. Not that he didn't try, though. Only succeeded because after Rudlum decided he really didn't mind getting in range of 4 fucking skeletons to cast poison mist on the 2 on the back, I happened to have my ninja with enough TP to cast Wild Hunt and move in front of him to take the hits.

Seriously, this has got to go.

Hey everyone... this mod patch for Tactics Ogre: One Vision... is it for the PSP or SNES? If only for the PSP, can it be applied to the snes version?

Thanks!

Hey, it was Holy Draconic 2 that vaporized right? If so it doesn't do that at the moment. 

Also, yeah, Rudlum is on a whole other level of special in that fight. It took absolutely bulldozing everything to get to that nobel prize winner.

Rudlum the Champion.jpg

The SNES version cannot accept PSP patches, unfortunately. This version's very pretty and has some awesome music though!

(I hope this picture isn't posting multiple times, it shows twice on my end for reasons I can't figure out.)One Vision rud.jpg

Also, the cursed weapons are in the same spots, right? 4 hours of on and off attempts on floor 85 yielded nothing, wondering if they moved.

The Belter 1h fusil still has the 66 rt from when it was 2h.

3 hours ago, Valenhil said:

The Belter 1h fusil still has the 66 rt from when it was 2h.

Right, missed that, thanks.

4 hours ago, coffee potato said:

Also, the cursed weapons are in the same spots, right? 4 hours of on and off attempts on floor 85 yielded nothing, wondering if they moved.

Can't drop them while you still have the old ones. Just use the code I sent you, you've earned them fair and square.

6 hours ago, dreamesper said:

Hey everyone... this mod patch for Tactics Ogre: One Vision... is it for the PSP or SNES? If only for the PSP, can it be applied to the snes version?

Thanks!

It can't work on SNES/PSX because they're essentially different games, they rebuilt it from the ground up for PSP. There's already a mod for SNES, though it's in Japanese, I think.

6 hours ago, Valenhil said:

In my third attempt, finally manage to get Rudlum before he suicides. Not that he didn't try, though. Only succeeded because after Rudlum decided he really didn't mind getting in range of 4 fucking skeletons to cast poison mist on the 2 on the back, I happened to have my ninja with enough TP to cast Wild Hunt and move in front of him to take the hits.

Seriously, this has got to go.

No idea how except somehow giving player control over guests. Just lobbing an evacuate item on him didn't work?

Evacuations work with lobbers on standing targets? That's really cool.

Thanks on the codes, I'll check the messages, that makes a lot of sense, didn't think of that one, thanks again!

Dreamesper, for the SNES there's Chronicle Valeria and one other one, DE 1.something I think it was. CV is the overhaul in Japanese, the English patch guy tried for a while, but politely begged to be let off the project, it's a surprisingly hefty mod. The other seemed to make the original have a lot of the balancing issues that plagued the remake, like healer knights.

The wind and ice crossbows seem to have their bonuses switched. Tried to add all cursed weapons, accidentally got all weapons (I did a dumb). Either way, should be good for testing. Can't believe after all of it the Ambicion is somehow on par with the Christmas sword :-0 (but has lasers)

Don't mind the weapon descriptions, still haven't done them yet and they aren't important anyway. I'll probably revisit the power and level requirements of endgame weapons for next patch, they mostly follow the vanilla order but it should probably be the difficulty of obtaining them.

I tested the code again on another save and it adds only cursed weapons.

Saw you asked about the reason to use Kuiper Belt over Grand Cross, the former also resets RT countdown so it's more powerful if your target is about to act.

Great to know about that one, sounds like a good reason to use that comety overdrive sweetness.

These cursed weapons look really friggin cool. Also really liking the new backgrounds, they're quite nifty. These are all named after FFT Zodiacs, right?

Thank You for the magic code that makes cool stuff happen!

The Crissaegrim seems to only be hitting once. 

Is there anyway to make necroprentice and dark priest marks more accessible? There is an enormous amount of red tape around those classes for no reason.

5 hours ago, coffee potato said:

The Crissaegrim seems to only be hitting once. 

Ah, crap, forgot to test that.

39 minutes ago, AstralMachine said:

Is there anyway to make necroprentice and dark priest marks more accessible? There is an enormous amount of red tape around those classes for no reason.

All classmarks (except golem and dragon) can be either bought or crafted in the mod.

100% hit chance abilities are causing Cursed weapons to insta-kill every time. I was almost an hour into part 99 when it became clear that a necromancer had taken out several units with his anti tank rifle disguised as a crossbow. He then went and did 800 damage on Candyce and saved a crap ton of time. Best bug ever for PotD.

Well that's fun, we'll see what can be done about it.

Well, I know what I'll be doing about it, Nuking boosseeeeeees! :D

I thought this was common knowledge, but every on hit effect has 100% chance to trigger when using Fearful Impact, Mighty Impact, and such.

I remember mentioning that I was using my Lord with a 2H katana because it would always reset TP with mighty impact.

Now that I think of it, you have. Never mind, I wasn't terribly fond if instakill anyway because of chariot, we'll think of something else.

What about Curse on hit? They are cursed weapons, after all. Oooh, or a chance for Stop on hit?

One Vision werner 2.jpg

^ Insta-kill Crossbowmancer, You will be missed. RIP in absurdness.

(Is there any way to help You look for the Kill Chariot button?)

Dunno about a guaranteed curse, that's just 15% life they can't heal back and there's no point in reapplying, might lack the oomph and stop is kinda common.

Maybe guaranteed RT delay or percentage of target HP, those effects are nifty because I can set them to different values, a dagger might cause 10% damage and a 2h hammer 20%. Then again, those are common too, maybe I should just revert it to double hit now that I can set their stats to whatever I want and do something else with Crissaegrim.

That chariot killing will have to wait until I understand the code better, if anyone here knows mips he can go ahead and give it a shot.

Can you make them apply adverse effects on the user, permanently or on hit?

Neither, unfortunately, you can choose the target for added effects on skills so they can affect the user if you targeted something else and vice versa, but not for weapon hits. Permanent status effects on items aren't a thing in general.

Yeah, it would be cool if I could make them real powerful with some kind of nasty drawback, if that's what you were going for.

Not sure if this is doable but can you scale debuff spells according to the enemies' hp? E.g  the lower their current hp, the higher the chance that they would be inflicted by debuff spells.

Or at least increase the success chance of dark element - debuff spells to compensate their lack of AoE.

 

 

If it's doable, I have no idea how. Dark status spells are penalized on purpose either by AoE or duration because you're getting a better selection.

Maybe it's just me but Conviction seems to be missing all the time now, even though I got it to 60% accuracy.

Sure, I'll doublecheck it

Just wondering, anyone found a good build for Ninja and Warlock? 

 

Also, is it normal for enemy's Cleric to dispel Charm instantly? Like, the effect doesn't even last for a single turn.

I know Cleric can dispel it quickly but to dispel it right when the unit get its turn...  :poker:

The exact formula for status duration is still unknown so it's anyone's guess what's going on there but there's an amount of variance involved for sure and it also likely depends on how much RT did the unit start with that turn. Charm is a very powerful status so I'd be fine if inflicting it on a target that's about to move is the only surefire way to get something out of it.

On 11/28/2017 at 9:54 AM, Viz said:

Just wondering, anyone found a good build for Ninja and Warlock? 

 

Also, is it normal for enemy's Cleric to dispel Charm instantly? Like, the effect doesn't even last for a single turn.

I know Cleric can dispel it quickly but to dispel it right when the unit get its turn...  :poker:

Warlocks are friggin fantastic as light frontliner sword and board units. Just stack evasion on a warlock with your choice of weapon, and let them kinda hang out taking opportunities to use Mindblast to throw units off of stuff. It's hilarious the kind of nonsense You can pull with that move. Sometimes it's good to use it just to make an opening, but personally I prefer a 1kh/shield setup, their counter will occasionally remove a killmove, and they can just generally adapt to a lot of situations, whether You need them for suppressing some units (I have mine with air, so balmy breeze), doing some AoE damage, or if You just want them trying to carve off TP, they're quite good. 

Ninjas are best for sneak attacks, which may seem like a "yeah, idiot, You don't say" kind of thing, but two daggers or a fist and a dagger work really well if combined with their movement speed. Have someone else distracting their mages or ranged units, or pop deflect on the ninja, and just go to town on their squishies. Best case scenario: Dead. Worse cast, debuffed. It's nifty!

Consider bringing back Resistance and Constitution skill for melee classes like Warrior and Valkyrie to increase their tankiness. 

 

3 hours ago, Viz said:

Consider bringing back Resistance and Constitution skill for melee classes like Warrior and Valkyrie to increase their tankiness. 

 

That 100% won't happen, with the low opportunity cost of skill slot in the mod it would be the same as just giving them a survivability boost straight out, which would be a better way to go about it. Besides, those two classes are tanky enough, a warrior in full heavy gear tanks only slightly worse than a knight.

Idk, I found Warrior is vulnerable to pretty much everything. Its mostly spells that become the bane of Warrior.. or even other melee units. 

We have a fairly reliable option to offset physical damage by getting Parry, Deflect and AVD stacking, on top of whatever buffs, items and tarot card that gives similar effect. 

But for magic, there's only buffs, item and tarot. 

 

Alternatives

- Bringing back Spellward?

- Give more RES option to gears? Maybe Spears could be given RES instead of AVD? I'm just throwing random ideas at this point.

- Buff RES/HP stat from gears?

 

If you want to be able to take a lot of spell damage you kinda need a shield, preferably a large one, some classes are kinda resistant but can't just stand there and take it in most cases, the way a knight or angel knight can. Most pure mages are intentionally squishy as wet toilet paper and aren't terribly evasive (unlike archers) so they're supposed to have a reliably high damage output to offset that, that makes them extremely tempting targets and everything about that is fully intended. In vanilla game they would stop doing damage to you around act3 and wouldn't be able to hit you with anything so you'd leave them for last regardless of how easy to kill they are, that's probably one of the main differences in the mod, there are enemies you really want to kill.

Why are you asking for the return of stat-up skills?

They're either absolutely necessary or absolutely useless. That's bad design, and just baking their bonus into the classes' innate stats was the right call. Skills should be choices.

Can you make enemies to not get any bags or cards on battle? It annoys me so much when it happens. 
Is there a way to make the game harder with stronger enemies? 

They'd still do it by accident even if the AI wasn't inclined to do so, I suppose, and I wouldn't give them the instruction to avoid the bags and cards because that would make no sense. All this assuming I knew how to do it in the first place, of course. If I knew how, the best and simplest solution would probably be to remove the interaction with bags so you can't pick them up while the battle is going on and they're just scooped up afterwards. It might also be possible to have enemies drop cards as random loot and it would be easy to transfer the stat boosting effect to actually using the card. On the flip side, that would make it too easy to focus on creating one broken character.

Sure, it's possible, bosses, leaders and generics are already stronger, your unique characters are weaker, more classes are dangerous and the game isn't as prone to exploits so it's already somewhat harder. I'm not trying to make a difficulty mod, though, but I'd like to have a hardcore version of the mod without chariot and death timers, if possible.

Yes please keep Constitution, Spellward, etc. away. Removing them was one of the best possible changes to the game, and even after that, I'm still struggling to choose all the skills I want on a character (but in a good way this time).

Chariot has already a soft cap of 50 turns, right? What about changing the soft cap to say 5 turns? That way, it's way harder to manipulate RNG and abuse the system, and it still has the good things about chariot.

Yeah, that might not be a bad mid-way solution.

I'd be ok with that.

Awesome Mod! In the first battle of the Balmamusa Dead quest to recruit Cressida, I "evacuate" Oelias. It does not seem to register her as rescued, and the battle just keeps repeating itself every time I go back to Balmamusa. Is this a glitch or am I doing something wrong? Otherwise, incredible mod and I am enjoying this game a lot more than the vanilla version. Thank You!

2 hours ago, Rbkcainnech said:

Awesome Mod! In the first battle of the Balmamusa Dead quest to recruit Cressida, I "evacuate" Oelias. It does not seem to register her as rescued, and the battle just keeps repeating itself every time I go back to Balmamusa. Is this a glitch or am I doing something wrong? Otherwise, incredible mod and I am enjoying this game a lot more than the vanilla version. Thank You!

Hmm, that's most likely because she starts the battle knocked out and needs to be revived to trigger her dialogue. I could just give Spellblade a reviving skill as a temporary measure until I get the next patch out, I'll post it in soon.

Ok, got the fix out, you can get if from here or moddb.

Thanks for modding one of my favourite games, I was way too excited when I saw that this was a thing.

I usually prefer running full generic teams, so now that some OP uniques characters have been brought down, are generics somewhat comparable?

Also, which of the previously weaker classes are showing to be more viable with the mod (I am liking the Cleric changes so far)

Yes, generics have more specialized templates now, so even though specials have higher stat totals, a right generic for the role will have comparable performance, for instance a generic in mage template will be a better mage than Vyce. RT advantage is also minor, between 2-6, which is more cosmetic than significant.

I'm getting good feedback about most classes, more of them are useful and it seems people are especially happy with changes to clerics, knights (both terror and normal), swordmasters, warlocks or trapper rogues. I like to think no class is absolutely pointless and with some of the broken ones toned down there's more reason to expand your selection. There are also more combos to take advantage of, like exploding knight's clones with your terror knight, or knocking enemies into traps with warlock's mind blast.

On 12/2/2017 at 5:10 AM, raics said:

Hmm, that's most likely because she starts the battle knocked out and needs to be revived to trigger her dialogue. I could just give Spellblade a reviving skill as a temporary measure until I get the next patch out, I'll post it in soon.

Thanks, I'll check it out!

The swordmaster changes were definitely welcome - they actually feel like strong melee class now instead of just being the counter attack preempt tank they were in the base game.

Wha- I thought Barricade is pretty useful. Why can't Spellblade keep both Barricade and Relay? 

7 hours ago, Viz said:

Wha- I thought Barricade is pretty useful. Why can't Spellblade keep both Barricade and Relay? 

Really? Meant to keep it as a fusilier exclusive because it isn't used much and it's a fairly mundane skill, but it's certainly no problem to let spellblade have it too.

Would you allow more classes to wield Spellbook? Maybe Cleric and Spellblade?

Also is it too much if both Book and Cudgel to be turn into DEX weapon? 

Barricade makes sense for Fusilier. Trench warfare and all. And it protects them while they can shoot around it with Course Correction.

I don't really know what Spellblade gets out of it.

53 minutes ago, mario2000 said:

Barricade makes sense for Fusilier. Trench warfare and all. And it protects them while they can shoot around it with Course Correction.

I don't really know what Spellblade gets out of it.

Hell if I do, it's no problem to give it back but it doesn't really fit.

I could give clerics spellbooks but they have no use for INT bonus and spellblade doesn't seem like one for gimmicky weapons, they play it safe with a fairly classic arsenal. I could give patriarchs access.

Books don't strike me as a finesse weapon and as many serious staff attackers are str as dex, most notably spellblades, terror and angel knights.

Well.. if we're being pedantic, Cleric didn't get much benefit from Cudgel's INT bonus either but they can still equip it. 

 

Also.. is something wrong with lobbing explosive (elemental-shot item) ?

I think I've seen some enemy Cleric uses it and it deals normal damage, but when one of my unit lobs it, it deals like 1 damage. 

Sure, but a cleric/monk/priest without a staff is plain weird.

 

Depends which unit uses the bomb and on what, those items scale with attack stats so a mage would do little damage to a tank with it.

Alright, thanks for the info. 

Is there a way to increase the damage percentage of the reflect skills? 20% doesn't seem that much even at super late game, it would really be more reliable if it were bumped to 20 at level 1 and 40 at level 2

First impressions are very good so far. Just started a new game so I'll be able to give more in-depth feedback as I go along. Making Bows and Crossbows more restrictive is a definite challenge (no more crossbow Canopus). One thing I might do (with your permission) is start a new forum for people to discuss builds with equipment and skill choices which could help with seeing either OP or UP classes or skills.

Sure, no need to ask.

Quick question about Vicious Assault on Griph/Dragons. I can see the Augment element skills on the creatures but how is the elemental attunement gained via the weapon as per the description.

Also, I am testing Beastmasters, how do the beasts/dragons compare late game now?

When monsters gain elemental attunement via their resonance skills it wouldn't do anything in vanilla because it requires a weapon to provide bonus damage, those assault tokens just act as a weapon.

Beasts seem fine to me, their role is to take a lot of damage and then spam their special moves as they aren't burning all of their TP away anymore. At low levels they have high starting stats and at high levels they start outscaling equipment, which keeps them viable.

I think Double Attack (and its variants) are just as over powered as before. I think it should be removed from the game to be honest or at least restricted to one or two classes (maybe just Lord and Ranger) since it basically forces players to stick with two 1-H weapons whilst making the 2-H weapons seem redundant. The differences between Thrown weapons and Blowguns doesn't seem to much and I always prefer the Thrown weapons due to their better range and better attack which are the two most important factors. The install weapons feature is pretty cool and makes having the Augment Element skills feel much more contributive towards damage. 

2H weapons do a good job of punching through armor, which is their primary role, they're generally lighter and faster than two 1h weapons, do more damage with finishers and their stat bonus or status chance are higher, they have their perks and I can always tweak the numbers some more if needed.

Yeah, the main role of blowguns are status effects, they have a strong selection and high proc chance, damage is mostly incidental so if that's what you're after thrown weapons will obviously be better.

5 hours ago, raics said:

2H weapons do a good job of punching through armor, which is their primary role, they're generally lighter and faster than two 1h weapons, do more damage with finishers and their stat bonus or status chance are higher, they have their perks and I can always tweak the numbers some more if needed.

Despite that though it still seems they can't compare to double attack. Especially the fact that DA is free to use every turn.  I might try and do this run without it since IMO it is really broken. Also this is more of a personal preference rather then for balance but why do Knights no longer have any 2H weapons?

I can understand Knights not having 2H weapons, since they're supposed to be tanky and you kind of want to give them shields.

Talk about 2H weapon, I noticed Berserker can't use 2H Sword anymore.. the consolidated changelist should be corrected and updated.

56 minutes ago, Viz said:

Talk about 2H weapon, I noticed Berserker can't use 2H Sword anymore.. the consolidated changelist should be corrected and updated.

Thanks, I missed that one.

8 hours ago, SleepingBearZ said:

Despite that though it still seems they can't compare to double attack. Especially the fact that DA is free to use every turn.  I might try and do this run without it since IMO it is really broken. Also this is more of a personal preference rather then for balance but why do Knights no longer have any 2H weapons?

It ultimately should be better, it costs a skill slot and 2H is free. It isn't as simple as having 1H weapons do half the damage of 2H because using a 1h weapon with a shield will be too weak and if I jack up 2H weapons too much Warrior will get a bit too good with his Double strike.

Most straight tank classes like Knight and Hoplite don't have access to 2H weapons, yeah, shields provide a ton of defense and are a part of what defines their class. There will be something in next patch that expands their options a bit.

16 hours ago, raics said:

When monsters gain elemental attunement via their resonance skills it wouldn't do anything in vanilla because it requires a weapon to provide bonus damage, those assault tokens just act as a weapon.

Beasts seem fine to me, their role is to take a lot of damage and then spam their special moves as they aren't burning all of their TP away anymore. At low levels they have high starting stats and at high levels they start outscaling equipment, which keeps them viable.

Wait, wait. If you use an Instill, the element is applied to the weapon? So even if you're not using a weapon of that element, you can use an instill to make full use of the augment skill?

1 hour ago, Valenhil said:

Wait, wait. If you use an Instill, the element is applied to the weapon? So even if you're not using a weapon of that element, you can use an instill to make full use of the augment skill?

Not really, it's applied to the character but kicks in only if you make a weapon attack. It won't give your weapon elemental property or change it to a different one, it just attaches bonus damage which has an elemental property.

Some things about attunements are a bit weird. For instance, if you equip a fire weapon and use instill air you can level fire and air augments by the same attack, but using an air weapon instead won't level augment air twice.

the blood price tp charge always gets stuck at exactly 160 even after using the skill with 150 tp

I've changed it for the next patch, it costs no TP and charges the amount equal to the life it removed, life cost should be enough. Skills remove their TP cost after the effect is done so you can never charge your TP to the max with them.

So uhm.. any ETA on update? 

Not really but it won't be soon, moving all that gear about takes a lot of time and it's easy to mess things up. It's the end of the year so things are busier too, let's say mid January at the latest.

Oh alright, thanks for the info. ^_^

raics, thanks for the one vision mod! Replaying Tactics Ogre with your mod, and I noticed that tarot cards didn't seem to be granting stat increases anymore. Is this intended, or did I screw up?

They're still granting stat increases, it's the usual 0.3 per card or something so you probably didn't have enough to break the full point.

Ahh I see. My mistake then - I somehow thought they were +1 per card in the original. Sorry if my query made you have to check your work or anything.

Thanks again for the mod - I don’t much remember my vanilla TO experience, but so far I’m having a blast with your mod. :) Thanks so much for doing this for everyone!

Just read through the entirety of this thread because I couldn’t wait for actual patches to come out before knowing what you have planned.

I love the idea of entirely removing the chariot / revive system. Yeah it’d make the game a lot harder to play - but at the same time I’d feel my decisions are a lot more impactful. Kinda like Ironman runs on XCOM.

Given the lack of a confirmation pop-up before actions are taken though, I foresee a lot of rage at costly erroneous button presses. xD

Don't worry, I know that the cards still work so it was no bother. Seems there's a fair bit of interest in the hardcore version and doing it will probably be possible but it won't be before 1.0, you can always self-enforce it and maintaining two versions is a bit of a bother so I can't do it until the process slows down a bit... more.

It’s good to hear that I didn’t inconvenience you overmuch. 

Yeah, I can imagine the difficulty of maintaining two versions of your patch. It makes sense to wait until you’ve made most of the changes you desire to the main patch before attempting to produce and update an optional version.

In my opinion, a hardcore version would really change things up in the way players interact with the game. I mean, idk about everyone else, but I don’t really have the self-control necessary to refrain from charioting my way out of trouble - and with the changes you made in your mod, like squishie mages being somewhat glass cannons, it’s easy and tempting to “exploit” the system by focusing on offense with little regard for defense. After all, if your glass cannon shatters, you can always chariot him back to life and see what other ways you can save-scum your party through without losing a member or guest, or being wiped.

Losing the chariot system would *force* the player to deal with losses/wipes, and hence encourage him to play a lot more defensively. In my opinion it would also make some of the classes others have complained about as being “mediocre” or “pointless” for not having comparable damage outputs more attractive, especially the hybrid DD/Tanks like Knights or Warriors which lack the damage output of 2H ninjas.

In fact, now that I think on it further, it would also discourage lopsided party builds like “Team Ninjas”, “Team Archers” or “Team Mages”. Players would also be forced to more proactively interact with mechanics like incapacitation, permadeath, weapon trajectory (friendly fire and bad firing angles), burst damage (e.g. TP 200 finishers one-shotting squishies) and status effects, rather than charioting their way out of such instances. It’d make katanas, item use etc all the more important.

In case anyone gets a piss poor impression of the way I currently play the game, I’m sorta self-enforcing a lack of a chariot system on myself, and playing defensively (2 player healers + guest healer atm, with 2 tanks - I generally focus on healing any and every time a character loses >50hp. I ADMIT TO CHARIOTING AWAY SEEMINGLY UNPREVENTABLE GUEST SQUISHIE DEATHS THOUGH). 

Can anyone tell me if the Crissaegrim or Cursed Weapons hits 2x even when you're already using double attack with it? Does this mean we can potentially hit 3x or even 4x using Double Attack? I'm trying to decide whether to go 2H or 1H for thematic reasons, and knowing this would really help! =)

Sure, each weapon does its normal thing when you use double attack, including hitting twice.

That sounds awesomely broken. Hahaha. DW it is :)

Is Guardian Force working as intended?  When the enemy is supposed to hit my first unit for 100 it does 50 and the knight only takes 25.  Should they both take 50?

To my knowledge, that's the way it's supposed to work, it's a strong ability.

I think what it does is the original target takes the hit with its defense stat, then the knight takes the hit with his own defense, and both resulting damages are halved.

Is it possible to change Art of War to use MP instead of TP? It just feels like TP is supposed to be for extra skills and finishers, not for "magic". As is, I'll never drop half the cost of a finisher just for a spell that does less than a normal attack would deal.

28 minutes ago, DeNarr said:

Is it possible to change Art of War to use MP instead of TP? It just feels like TP is supposed to be for extra skills and finishers, not for "magic". As is, I'll never drop half the cost of a finisher just for a spell that does less than a normal attack would deal.

Damage ninjutsu is situational, nifty when you can't reach with an attack, don't want to stick your squishy nose too far in front or for targets with very low magic defense but powerful TP abilities (like beasts, you definitely don't want to feed them TP). Using normal attacks should be preferable when both are an option.

18 minutes ago, raics said:

Damage ninjutsu is situational, nifty when you can't reach with an attack, don't want to stick your squishy nose too far in front or for targets with very low magic defense but powerful TP abilities (like beasts, you definitely don't want to feed them TP). Using normal attacks should be preferable when both are an option.

I'm not sure what you mean about feeding them TP, since the base attack with 1h katanas actually gets rid of some of their tp.

 

Mostly though, I just love the idea of being able to mod/tweak games. This is a bit more difficult to mod than most games I've messed with though, and since you obviously know what you are doing, I was wanting to know if such a thing was even possible, and if so if you could point me in the right direction. I'm not wanting to try to convince you that you need to change your mod, just asking if you can help point me in the right direction so that I can tweak the game for my optimal enjoyability. I'm hoping that if I can figure this bit out, I'll have a better chance at being able to make other tweaks that I think would be nice (like giving Priests Meditate).

Yeah, when you get hit by a normal attack you gain some TP so it generally isn't a good idea to hit beasts with them.

Sure, it's possible and not terribly hard, you just change one byte from 3 to 2 and set the amount if needed. However, you'd also need to give ninjas base MP value and growth, as well as enable them to have MP in the first place.

War dances are still really bad, though.

I can't seem to get the mod to work on my PSP.

I'm using the 1.5 US ISO Patch and I am using UMDGen to apply the PPF, but it keeps giving me an error whenever I try to boot up the game.

7 hours ago, bob21897 said:

I can't seem to get the mod to work on my PSP.

I'm using the 1.5 US ISO Patch and I am using UMDGen to apply the PPF, but it keeps giving me an error whenever I try to boot up the game.

Yeah, modding the iso for psp can be problematic, it probably runs fine on an emulator. Try the patching method from moddb version of the mod on a fresh iso, that should work.

7 hours ago, Valenhil said:

War dances are still really bad, though.

Dunno, the slow and charm ones are decent, heal is always good to have and the one that doubles your TP can be useful, I'll probably tweak the other ones a bit at some point.

16 hours ago, raics said:

Yeah, when you get hit by a normal attack you gain some TP so it generally isn't a good idea to hit beasts with them.

Sure, it's possible and not terribly hard, you just change one byte from 3 to 2 and set the amount if needed. However, you'd also need to give ninjas base MP value and growth, as well as enable them to have MP in the first place.

After working on this all day, I have to ask. How did you figure out where all the data is located? I feel like I'm blindly guessing with a hex editor, and needing to run UMDGen between each test. I have to imagine you had a better / more efficient way when making an entire mod. Even after finding Edea's post that shows the starting location of many of the categories, it still seems to be blind guessing from that point.

That said, whether you figured out a better method, or just checked one by one, it really shows how much effort you've put into your mod. Great work.

5 hours ago, DeNarr said:

After working on this all day, I have to ask. How did you figure out where all the data is located? I feel like I'm blindly guessing with a hex editor, and needing to run UMDGen between each test. I have to imagine you had a better / more efficient way when making an entire mod. Even after finding Edea's post that shows the starting location of many of the categories, it still seems to be blind guessing from that point.

Some things were found by deduction and tables aren't hard to spot if you know the rough location. Patching the iso to check it every time would be way too slow so I'm usually testing stuff in real time with a ram editor like artmoney or cheatengine.

42 minutes ago, raics said:

Some things were found by deduction and tables aren't hard to spot if you know the rough location. Patching the iso to check it every time would be way too slow so I'm usually testing stuff in real time with a ram editor like artmoney or cheatengine.

 

I didn't realize that cheatengine could be used that way. I'd only really used it before for changeable values (search a number, change value, search again, etc.). Would you be willing to send me (or post) some of the tables you've used?

9 minutes ago, DeNarr said:

 

I didn't realize that cheatengine could be used that way. I'd only really used it before for changeable values (search a number, change value, search again, etc.). Would you be willing to send me (or post) some of the tables you've used?

I was using tables when testing damage scaling but not for much else, there's way too much data for cheat tables. I've got some starting addresses marked down instead and then just access the ram section I need directly

are the equipment sets still the same with the vanilla?

Well, I managed to get to it work on my PSP after following your suggestion.

I have only played a tiny bit.

My only criticism right now is that the sprite changes are a bit distracting and even more so that they don't carry over to the story cutscenes.

2 hours ago, jullian29 said:

are the equipment sets still the same with the vanilla?

Yup, changing them is too much work and there's no reason to.

1 hour ago, bob21897 said:

Well, I managed to get to it work on my PSP after following your suggestion.

I have only played a tiny bit.

My only criticism right now is that the sprite changes are a bit distracting and even more so that they don't carry over to the story cutscenes.

Sure, I'll get to changing them in the cutscenes eventually.

Well, what I'm trying to say is that it doesn't really add anything to the game and it shouldn't be a priority, but hey, you do you.

So far the mod has been great. I have never had Canopus die at the Tynemouth Hill story battle and to my surprise he permanently dies if you let him.

I love it.

Is it possible to make Cudgel mastery increases your magic stats?

Noticed that War Hammer seems to be dealing piercing damage. I made some edits to my ISO though, so I'm not sure if it comes from a mistake of mine xD

15 hours ago, bob21897 said:

Is it possible to make Cudgel mastery increases your magic stats?

Not really, but it's pretty much the same as giving cudgels a higher int bonus, it gives spells damage and accuracy, same as weapon mastery adds damage and accuracy worth a few points in str/dex and agi.

1 hour ago, Lyrinix said:

Noticed that War Hammer seems to be dealing piercing damage. I made some edits to my ISO though, so I'm not sure if it comes from a mistake of mine xD

It does piercing damage in vanilla and I haven't changed it, in my current working version it's crushing but it doesn't make a huge difference, crushing is slightly better versus heavy armor and piercing versus cloth.

Hi Raics,


Again, not sure if intended (or I fucked things up), but my battle with Lanselot in Law route Chapter 4 (the one where you fight him for the first time) has him equipped with a War Hammer - despite having 2H Swords as a skill (and no Hammer, which makes him hilariously inept at wielding it), and all his finishing moves linked to Swords. Makes for a pretty underwhelming experience, to say the least xD

He can equip anything, so it works like this, if the weapon for that battle isn't specified he will be autoequipped under 'maximize attack/defense/spells' or whatever template he's set to, and that's kinda wonky because he will pick the weapon that gives him the highest ATK stat, which are usually those he has the skills for but not necessarily so. He should be having 1h sword skill in that battle, which is a vanilla game error I'll eventually get around to fixing.

Hey there!

I've really been enjoying your mod, especially your changes to crafting.  I've fumbled around with ws codes to mess with palettes and portraits and stuff, but what you've managed to do, however you've managed to do it, is incredible.  I can't stress how great it is not to have to farm crazy specific things anymore, and making some of the more uncommon class cards available through crafting is wonderful.  Also, geez, this wound up being way more wordy than I'd intended.  Sorry about that!

While I'm not all the way through it yet, I'm near the end of Chapter IV.  But in terms of gameplay, here are my observations so far:

1) More Movement is Good

I'm glad that most every class has been afforded more mobility.  It leads to faster skirmishes, and requires more careful planning so that your formation isn't blitzed through and your casters murdered horribly.  It makes things like Rampart Aura more valuable.  But it does bring me to my next observation:

2) Ninja's Are Still Crazy Powerful

It just seems that Ninjas have better movement than the other classes because that's how it was originally, rather than out of any sense of balance.  I know Ninjas are all light and nimble and stuff, but Rogues should kind of be that way also, but they have a Move of 5.  I would probably advocate setting their movement to 5 with most of the classes, because my thoughts on the Ninja's strengths aren't done yet!

A Ninja can put anything not outright immune to sleep, right to bed with unfailing accuracy with just a little bit of ranking up Torinoko.  Even after a scant two rank ups, it's like 50/50, which is still pretty good odds, and it only gets better from there.  In my playing so far, I've been able to hit a thing, put it to sleep, then another round goes through, hit the thing and wake it up, and then put it to sleep again right afterwards.  It's really quite funny.  My advice here is that if the status ailment applied must remain Sleep, then I'd suggest making it maybe not 100% at max rank.  Maybe 70-75% tops.  If the +10% per rank effect must remain, then I suggest an ailment that isn't quite so singularly decisive, like Blind (and if possible maybe pair it with Hobble or something, because I think that even just Blind might be a little weak.  Or if it were only Blind, then maybe lower the TP some also.)

3) Art of War

So far, Benumb (stunning) has been far and away the spell I've used most with Ninja.  There's no point in using silence because all casters crumple under a hit from double attack anyhow.  Poison is a no-no because it messes up the 100% sleep/resleep strategy.  The damage spells are okay, but really they're only ever options when you can't double attack something.  Which is rare, because your movement is so great.

For Swordmasters it's a little bit different of a story.  I think a good portion of a Swordmaster's abilities are dependent on their TP using skills, which puts these effects in competition with their War Dances.  A cost of 20 basically means you can't even do a buff until the second round, and by that time it probably won't even hit half the party.  The healing one just simply seems much too expensive; I've only ever used it as a comedy option when Hobryim was hiding in the corner with some other low-level classes I was getting experience for.  The debuff ones also don't seem worth it, with low chances of success for application to maybe two targets top.  In most cases it's always more prudent to save the TP for Preempt and Blade Focus.

4) Swordmasters

This is to say nothing of Steelstance, which for 100TP is something I haven't even tried to use.  Even if it provided one turn of perfect immunity, I'm not sure that would justify a 100TP cost.  I'm thrilled to see they can Double Attack, which I haven't used (Preempting is better with the two-handers, I think), but kind of makes sense they should have.

5) Rogues & Stealing

I am some kind of sucker for punishment, because somehow I always gravitate towards classes where stealing things from other people is an option.  Unfortunately, even at rank 8, I haven't seen any really worthwhile items come out of it from anything, and at max rank the percentages are still abysmal.  I think one rank adds about 2% more to your chance to succeed.  A 43% chance to steal a log unfortunately isn't the best use of a Rogue's single Skill use during an action, not compared to the more reliable results of Sneak Attack or Speedstar.

However, going full circle for a moment we come back to mobility: Sneak Attack is a skill that relies on mobility and positioning, but the Rogue is no better at movement than most of the classes and has no means of capitalizing on any advantages other than how the enemies position themselves.  If they could get a skill to move through Rampart Auras without it costing more movement or something, that might be worthwhile. (The fact that the skill that does this takes away one move already is kind of evil.  I'd consider just having it take up a skill slot as being cost enough.)

6) Valkyries & Dragoons

This is the last thing, I promise!  (For now, at least!)  I was kind of surprised to learn that Dragoons couldn't use the two handed crossbows anymore.  I'd always had better success with Dragoons as ranged attackers than melee ones, but seeing as this was now a thing I figured I'd give it a go.  But I've discovered that my Dragoon now is just basically a Valkyrie.  Same attacking spells, augments and instills.  I'm not really clear on how these two differentiate from one another unless it's kind of like the Knight/White Knight situation, where they are basically the same only one is just better. 

7) Oh! Weapon Skills

Okay, I lied there.  This is the last thing, I promise!  I noticed with the two-handed Crossbows, the underlying mechanic of their weapon skills were all the same: More TP = More Accuracy.  Then with just a status effect tacked on.  This is just straight up personal opinion, but I've found that my ranged attackers aren't really hurting for accuracy as-is, so that all weapon skills that use TP for that instead of for damage is kind of disappointing.  Many of the other weapon types feature skills with more varied effects (sometimes aoe, sometimes accuracy, sometimes physical, sometimes a double attack, etc.), but the 2h Crossbow ones are all the same.

Thanks for the detailed feedback, those are always worth reading and discussing at length

You're right about those ranked skills generally getting a bit too powerful at high levels, it was meant to be a reward for grinding it out but it might be better off replaced with a fixed percentage or based on stats. I can't change it to 5% per rank, though, and if it started with 10% and went up to 80 it would be too much of a crapshot at low levels. I'll tinker with it a bit on next active skill pass.

Yeah, ninjas are very good and very squishy, if I do anything to them it will more likely be making them even squishier rather than reducing their power or versatility, they kinda need their movement to get through and harass the back lines properly, which is their primary role. A rogue is a somewhat beefier unit with a ton of utility, I don't think it needs more movement to be good and giving it to a class that can be a decent ranged fighter generally isn't a good idea. Sneak attacks and traps are also extremely powerful so using them shouldn't be too easy.

The difference between a valkyrie and a dragoon is in their roles, the former is a tanky hybrid with access to some support abilities, all consumables and higher level spells while being able to do good damage with them or even go full tanky caster with a staff and the right item setup. A dragoon is a much stronger attacker and your resident monster hunter, his spells are there mostly as a homage to his previous incarnations and are probably worth bothering only if you're running him 2H and want to plink something close to kicking the bucket, a 1H dragoon will get better damage out of a light crossbow, thrown weapon or a pistol and charge his TP at the same time.

Ranged weapon finishers are exclusively accuracy-based because a caster would likely get instakilled by a fully charged finisher even by something like a blowgun and they would go through armor like nothing, which is something most ranged weapons shouldn't be able to do. I'll probably tamper a bit with their range and damage bonus a bit to make them somewhat more varied, though.

are we supposed to be able to load our game with the 89 patch?, or do we need to make a new game file? my game just crashes whenever any baldur items shows on my screen. lm playing on psp btw

are we supposed to be able to load our game with the 89 patch?, or do we need to make a new game file? my game just crashes whenever any baldur items shows on my screen. lm playing on psp btw

It's a PSP thing, it has low tolerance for addressing acrobatics, it will take me a few days to make it compatible.

yes 89a!!!!!!! thank you Raics!?

Can't seem to apply the ppf file for 89a. Keep getting a "Unable to open specified PPF file" error. Am I alone in this? =/

36 minutes ago, Lyrinix said:

Can't seem to apply the ppf file for 89a. Keep getting a "Unable to open specified PPF file" error. Am I alone in this? =/

That one usually appears if the target iso isn't the right size, the readme lists which iso size is the correct one for each patch and what to try if it doesn't match. Alternatively (and preferably) you can just use the version from moddb, it's a more reliable patching method I can't host here because of terms of use.

would it be fitting to change the category name of the (2) swords to great swords? just like what you did with the blowguns category

1 hour ago, jullian29 said:

would it be fitting to change the category name of the (2) swords to great swords? just like what you did with the blowguns category

It would be fitting, but I've got space issues in name section and greatswords can't fit

Heya! Love most of what you've done, but at one point you removed resurrection spells -- and I can see why, it's definitely made me reconsider my strategies and play differently! That said... would it not be okay to give some classes the option to resurrect without sacrificing themselves (Relay) but at a hefty cost? Something like 200 TP + a titanic RT cost + reduced range, I dunno. With the current enemy AI where, if able, they pile on every possible status effect on you (which makes Earth, Wind and Ice mages an absolute pain to deal with -- whereas Water and Fire are kind of laughable) it shouldn't be too OP to have a class able to provide a res like that. Maybe even like a 'nerfed', brings-you-back-at-25%-hp res? Just a thought!

Besides that, I feel like the mages are a lot more in-line with each other right now - but I can't really 'get' where the new Spellblade is supposed to fit in. They do a little bit of everything, but having lost access to healing, Conserve MP and their mediocre stat spread they feel a little... off? They're only a bit tankier than most mages, but that seems to be about it (and Relay just leaves a bad taste in my mouth on principle). Do you think it'd be prudent to give them the ability to cast the secondary buffs for each element (Battering Ram for Ice, Boon of Swiftness for Divine, etc)? I feel like that'd help reinforce their identity of mid-range support mages that need to get relatively close to make use of their best spells (no Meditate, but Convert MP!). Anyways, keep up the great work!

I probably won't bring back straight resurrections, warlock's Sacrifice got a small buff in my current working version but it will still knock the user down. There will be an option for handling multiple status effects in next patch without being a cleric or familiar available to some classes.

I'm fairly happy with the way spellblades perform, they're tanky enough, can deal decent but unimpressive damage with both attacks and spells and have a good utility value. They will get a few indirect utility buffs and I might give them access to more buff spells, though it will skew their spell selection towards certain elements but that isn't necessarily a bad thing as some other classes do it too.

Hm, I suppose that's true... Ice, Divine and Dark are currently the only elements with more than one buff spell. Boon of Swiftness alone can make Divine a must-have for Spellblades, but I wonder how they'd do with the others? Maaaybe it'd balance out if they had one debuff spell, too?

Also Lighting, which is good because of Valkyries. But I'm not giving them Boon of Swiftness or Paradigm Shift, too good, there will be other options.

Also, could Living Corpse bugged out or something? In the base game its only apparent use is to make zombie units, but within the patch when you try targeting any dead ally with it, the hit rate is always 0%. I'm thinking maybe it has to do with the new Evacuate mechanics? 

You probably tried to use it on a unique unit, they can't be zombified.

Oh, well that's... kinda lame. Still, better than a -bug-...

Hey 2 questions,

 

1. Is there an upcoming patch or I am safe to test this one out?

 

2. What are you using to mod the game specifically, is there ptahcer software i could use for myself or are you doing some fancy modding way over my paygrade.

1. There's always an upcoming patch, the next one will be some more finetuning of spells abilities and stats most likely and there doesn't seem to be any major bugs with this one anymore so you can go ahead.

2. Just a hex editor, there aren't any specialized tools. Not really complicated but it's tedious as hell.

Another question, from fooling around in the Palace of the Dead! Did you change anything about spells/abilities that exorcise as a 'bonus' in the base game? Namely, Heavenly Judge I/II and Requiem - I figured that the former may have been part of some balancing overhaul, but Requiem does state that it (sometimes?) exorcises undead - but so far I haven't had any luck with either killing undead with it (their remains still stay) or using it on stilled undead (it misses). Was the Draconic Light magic changed this way as well? 

Hi there! I've been trying this mod out for a bit and the sheer number of changes and quality of life improvements is astounding. I've been trying to make the new Spellblade work (since rune fencers were my favourite vanilla class) but they just don't seem to have a unique niche or role that I can utilize in my team. That's when I had an idea for a unique skill that would fit the dual nature of their class and grant them a unique form of combat versatility: TP Infusion. I'm not sure if it's possible to modify an existing skill to do this, but since Spellblades can already convert TP into MP, why not the other way around as well? This would allow them to (indirectly) use MP to power physical finishers, and use TP to power magical spells, giving them a unique play style.

9 hours ago, Shirokirigoe said:

Another question, from fooling around in the Palace of the Dead! Did you change anything about spells/abilities that exorcise as a 'bonus' in the base game? Namely, Heavenly Judge I/II and Requiem - I figured that the former may have been part of some balancing overhaul, but Requiem does state that it (sometimes?) exorcises undead - but so far I haven't had any luck with either killing undead with it (their remains still stay) or using it on stilled undead (it misses). Was the Draconic Light magic changed this way as well? 

The only two skills that can exorcise undead on kill are currently Crystal Pumpkin and Requiem, both have a fixed 50% chance to do it. There will be some improvements to exorcising options in next patch.

5 hours ago, Rucession said:

Hi there! I've been trying this mod out for a bit and the sheer number of changes and quality of life improvements is astounding. I've been trying to make the new Spellblade work (since rune fencers were my favourite vanilla class) but they just don't seem to have a unique niche or role that I can utilize in my team. That's when I had an idea for a unique skill that would fit the dual nature of their class and grant them a unique form of combat versatility: TP Infusion. I'm not sure if it's possible to modify an existing skill to do this, but since Spellblades can already convert TP into MP, why not the other way around as well? This would allow them to (indirectly) use MP to power physical finishers, and use TP to power magical spells, giving them a unique play style.

Songstress already does that with her Superstar skill and it kinda fits, I don't want to take it from her and Relay is pretty unique itself, if you can cover multiple units it can raise your active character count after you've had some losses, no other skill can do that. The selling points of Spellblades are frontline casting and utility, they do the first part well enough and I'm improving a bit on the latter with the next patch.

I'm gonna give this a serious playthrough shortly and the mod is really nice from what i can tell so far.

I'm not entirely sure what youve edited stat wise in the changeloge and specifically what you added and subtracted from the classes and what you can actually edit, but from what i can tell you increased the base weight of lord class, it seems a little much at the same weight as knights, maybe a slight rebuff would be suitable seeing how it is the lord class.  Secondly i was hoping for some pretty big buffs to lich and angel knight.  I didnt dive into their skills heavily yet, but from a difficulty to aquire standpoint ive always felt these 2 classes should serve as the real endgame class setups for generics.  The angel knight specifically is very heavy and has a very limited holy spell pool, which themeatically never really made sense, i wouldnt be opposed to seeing you give them access to virtually all light magic and a little beefier weapon selection with a little lower rt.  Lich isnt terrible but maybe bring the rt closer to necromancer.

Ill give you more detailed feedback when i play through it, but without knowing the scope of what youre capable of editing in game its gonna be a little difficult to figure what can and cant be edited or improved.

Edit: I dont want to come off as unaprreciative or bossy, we spent alot of time on id helping arch balance 1.3, and since i love this game, honestly helping you get the best mod out of it is a really exciting proposition, just wish i came across this earlier, so if i can help you out in anyway im happy to do so, the best i can do right now is give feedback.

Edit2: I LOVE the sara and voltare static sprites, donalto tho is a little ... weird at first.

Sure, feedback is always welcome, the mod has been playable for quite a while and most of the major features are there. In a nutshell, what I can do is modify races, classes and availability of skill and spells. I can modify which effect a skill will do but not what that effect does, I can change which formula will a damage ability or a weapon use, but I can't alter those formulas.

Considering the lord is capable of much more in this version his stats have to suck a bit to even it out, they aren't outright bad, though, just unimpressive. Angel knight is mostly buffed indirectly because having a flying heavy-ish unit that can heal and exorcise became a pretty big deal which is why a limited weapon selection has to stay. Lich has the best caster stats in the game that are on par with astromancer and can teleport, I kinda had to make his other stats a bit worse and keep his abilities toned down. The goal isn't to have advanced classes that can replace the earlier ones like in ogre battle, that's why an Angel Knight can't hit harder or tank better than a warrior, be a better offensive caster than spellblade or a better healer than cleric, it's enough if they have a valuable combination of abilities you can't find elsewhere.

Yeah, we're used to Donnalto's usual look so he did feel a bit odd to me too but it does click as you use him more so I left it in.

Loving the mod, does Ozma's Bloody Mary ability only work on monsters?  I can't seem to be able to petrify humans(0% chance).

8 hours ago, Rbkcainnech said:

Loving the mod, does Ozma's Bloody Mary ability only work on monsters?  I can't seem to be able to petrify humans(0% chance).

It's a gaze ability, so it works only from the front if nothing is blocking the line of sight and the target doesn't have a shield equipped (and is not Hobyrim, he's immune for obvious reasons).

Just started chapter 4 after running the neutral, few things off the top of my head.

Absolutely love Tamuz, hes probably my favorite "new" unit.  Hawkmen with access to knight jug and hop is fantastic, without being broken.

On the topic of knights, regular knight feels much, much better, you did a great job with the revamp.   Aegis, even when ai controlled, is great.  Only problem is now white knight feels very lackluster, i find myself using regular knights to use aegis over using white knights, the rt skill is great but i think they might need a little more.  Maybe give them back heal 1 and 2, maybe 3, i dont think it will imbalance them and cause you to sit out reg knights.  Like i said aegis is great, giving wk aegis would just negate knight entirely.

I abused monsters alot in the original, Gryphon and octopus feel very good right now, but dragons feel a little too squishy.  The main problem with monsters in the original was abusing lob boulder, but since you nerfed the range attack in general i think a small defensive buff to dragons would be fine even if you lower the offensive values to balance it out, they really do feel quite squishy.   Right now with monsters they all feel relatively the same.

I also love the static no stat growth when leveling classes, its very refreshing not even considering having to multi grind for stats.

The only negative thing ive encountered so far really is with vartan.  Im not sure if taking away 2h xbow was needed.  Right now the class just feels like a meleish focused spellblade.  I think your intended design was to keep canopus using a 1h weap and 1h range while allowing a little deadshot here and there.  The skill redesigns are very nice, but the class just feels less complete then the other reworks.  Personally I think it could use either duel wield or 2h bow or xbow, one of the 3.  Also for notsalgia sake, let canopus use tornado even if its just level 1 lol.

Side notes: Swordmaster is wonderful, duel wield on berzerker was a great idea, and i like that warrior is a jack of all trades now, its actually viable to keep denam as warrior till lord imo.  Lord still feels a little heavy tho, so does angel knight, also still miss donaltos old sprite and i kinda miss folcurts gold knight, maybe give the gold knight to voltaire since the red knight is used be enemies sometimes.

Edit: Also i was looking for a base sprite modifier list for cwcheat, and the one on the cwcheat zeta forums is very incomplete is there a better one around?  Maybe i can give voltaire the gold knight myself with cwcheat if you dont agree.

Oh forgot to add this on, couple notes on crafting and gear in general, thrown weapons are wayyyy too heavy i dont see the benefit of using them at all when theyre almost double the weight of other ranged weapons for similar results, if anything they should be the lightest category.

For the most part i love the sideways crafting, but a little variety might be better then a static sideways upgrade.  For example, all crafted daggers are mage daggers, maybe mix it up slightly and swap the bonuses, a couple mage daggers, a couple status daggers like poision slow stun etc, adding elemental weapons earlier in general through crafting would be amazing.  For example lets say silver weapons add a holy element, or something like the falchion adds an air element instead of a static always 2hand.  Just food for thought.

Also while on weapons I prefer the base katanas much more then crafted ones, resetting tp completely trumps adding the parry skill, 1h and 2h, katanas if you want to take a look, might benefit the most for random buffs from crafting, adding early elements to those would work real well, i just dont see the benefit honestly of losing completely restting tp for +1 parry and losing the luck boost of the main hand katana.  Basically 1h and 2h katana rework are great imo, the crafted variants dont seem as special imo.

 

Just a quit feedback, overall very positive changes.

Thanks for the extensive feedback, I'm still working on some of the things you mentioned so they will probably change at some point.

White knights will get more tricks, likely as soon as next patch and I'm careful in keeping them from stepping on normal knight's toes, vartan currently works as a flying skirmisher but will probably be tweaked as I'm not 100% happy with him either. Monsters are intentionally squishy, if they take more damage they can use their abilities more and their high HP keeps them from getting offed too soon, but I was thinking of making dragons and golems a shade sturdier.

The point of 1h katana sidegrades is mostly lowering luck so they're less likely to crit when dual wielding, the intended use is sidegrade in first slot so you get the parry bonus and a normal katana in second slot, I might give them a small damage bonus on the account of being reinforced, though. Thrown are the heaviest ranged weapons because you're assumed to carry a stack of them, but also cost the least RT to use of all ranged weapons so it cancels out if you're using them a lot, and their damage is good. I'll be tweaking the items further for sure, it's a recent addition so they're still a bit rough around the edges.

I could make you the code to switch voltare's sprite color to gold easily, I'll send it on pm some time tomorrow.

1 hour ago, raics said:

The point of 1h katana sidegrades is mostly lowering luck so they're less likely to crit when dual wielding, the intended use is sidegrade in first slot so you get the parry bonus and a normal katana in second slot, I might give them a small damage bonus on the account of being reinforced, though. Thrown are the heaviest ranged weapons because you're assumed to carry a stack of them, but also cost the least RT to use of all ranged weapons so it cancels out if you're using them a lot, and their damage is good. I'll be tweaking the items further for sure, it's a recent addition so they're still a bit rough around the edges.

 Ah I honestly didn't think of that purpose for the katanas, it makes perfect sense tbh to lower the crit chance on the first hit.  I dont think youd need to increase the damage, maybe lower the weight and the dmg actually and shorten the actual description, something like "main hand katana to improve defense and ensure follow up," something to indicate its intended purpose isnt for raw dmg.  Adjust it around avd or something instead, 2 1h katanas do good damage regardless even if you make the sidegrade a more defensive option.  I dont have the mod up to actually see what the stats are on most of em.  It honestly didnt occur to me but its a good design after you explained it.

Hi Again!

So, after a roughly 220 hour playthrough, here are my observations:

My MVP through all the tough late-game things was a Shaman-classed Iuria, because she was a Shaman and she could innately fly.  Second place went to Olivia, a Shaman who by virtue of a ring, could teleport.  Mobility is, hands down, the most valuable aspect any character could have.  Straight up, no melee, and no ranged attacker can compete with the effectiveness of magic.

In my earlier post, I had distressed over the power of the Ninja's mobility in comparison to other classes, and while this was true for a time, but they also wound up being more or less worthless contributors to the combat effort not long after Lv.30.  A lack of mobility in other, non-Ninja physical classes simply led to the use of none of these classes being viable participants in the end.  There is nothing any melee class can do that a casting class cannot address either through their damage, or their ability to control/suppress (sleep/petrify/stun/etc) the opposition.

There were two separate maps where bosses/objectives killed themselves by using a particular skill that consumed a portion of their Hp as a preamble to performing some other effect and resulted in my immediate victory on those maps.  I wish I could remember who they were, or what maps they appeared on, but I don't quite recall.  I'm reasonably sure they were pre-Coda, though.  I'm very sorry for not paying more close attention.  They were probably Berserker-classed people, though.

While I appreciate the innately higher move you granted to units, the fact is that an overall "+1 move" ultimately still renders all land-bound units less mobile than their unmodded counterparts.  Moreover, all my units simply wound up slotting in Jump I/II in an effort to gain as much mobility as they could.

Early on, in story maps with relatively friendly movement for all, everything seems pretty okay!  But after two runs through the Palace of the Dead, and a visit to the San Bronsa Ruins, there are clear disparities between unit value.

I wound up using CW codes to lock my characters at Lv.30, because I found that around roughly Lv.35 or so, anyone who was dealing physical damage (melee or ranged) was dealing 25-50 damage to most opposing front-line units, whereas a casting unit would deal 300-400 damage.  Sometimes AoE.  Sometimes even more.  (My Iuria and Olivia had a fantastic Air/Earth synergy, that made them an inseparable pair, and by keeping their RTs tight, a force that literally nothing withstood.)  There was no reason to use a physical/melee person to deal 50 damage, when a magical person could deal 300 damage.

My melee so often wound up being a tile or two short of being able to contribute, I simply wound up not needing any melee in the end.  I don't think that it's because casters are too powerful.  I think it's because melee is too worthless.  Their lack of mobility is an innate hindrance, and their late game weaponry options don't scale well enough to keep them viable even as defenders.

Any skill that provides a base 30% chance of success, +10% more success per rank, ultimately resulting in 100% success to lay down a status ailment at Rank 8 is...  really decisive.

I'm sorry if this comes across as kind of harsh or negative, but I do hope it helps!

Don't worry, this is a feedback thread, not a praise thread so it all helps.

I already adjusted unit resistance and endgame spell scaling a bit for next patch and I'm planing to raise the RT values of spells in general, as part of the problem is mages being way too fast compared to other ranged units when they stick to low level spells. If they aren't able to nuke to opposition instantly anymore they won't benefit much from extended movement because there will be a high chance they will get bopped if you get too greedy and break the line.

Berserker does have two abilities that sacrifice his HP, one of them shouldn't be able to kill him because it removes half of current HP and the other does only 5% of max so the chance of boss killing himself with it isn't high. I can just switch the latter to 10% of current HP and remove the other one from bosses when I get to doing that.

Some of those ranked skills are very strong so going from 30% to 100% is a huge power upgrade, yes, I'll likely switch some to a mid-way fixed percentage like 60% and scale range with rank on some of them instead.

Currently playing through CH2 Chaos with World (~level 30) and I think elemental bombs (shots) might be a little too abusable by enemies. The Darza fight in particular has three melee enemies fitted with Field Alchemy II and all they do is spam 150-200 unavoidable AOE bombs regardless of any other skills they have set. It also makes saving Bayin impossible because he starts near a crossbow archer and all it takes is a bolt and a bomb from below him to knock him out..

Edit: Finally got Darza to not savage Bayin on his first turn and managed to sleep the three culprits. So not impossible after all, but still a massive pain in the butt. Never thought I'd see the AI use cheese strats against me.

Those bombs aren't really doing much on the grand scale and they're kinda cheap, I'll see what to do with those. Maybe the simplest thing would be to make them single target so only using them with lobber makes sense, which is what they are intended for.

Made an account just for this mod :P

I'm up to Chapter 3 Chaos right now. I will post my thoughts on this so far:

 

What I like

I like the opposite-element aversity, it gives me an excuse to use multiple elements on single caster or use different-element casters.

Turning Instill Element into an active skill really makes the fights faster and more fun.

Increased emphasis on debuffs brings the "tactics" back to Tactics Ogre

Heal Rain (forgot the actual name) is useful again!

Rune Fencers/Valkyries being a support spellcaster makes them very fun to use.

Dragoons can use magic again!

I like the shortened animations on some attacks and skills (looking at Meditate here), some of them were needlessly long in vanilla.

Crafting system is lovely. I am uncertain why you would keep the success chances at near-100% but not absolutely 100%.

Blessing Stones removing a friendly from the battlefield rather than reviving them makes battles less cheeseable.

Removing scroll usage makes battles less cheeseable.

 

What I am unsure about

Magic seems very powerful. Much more powerful than bows and melee weapons. Uncertain if this is because of the way my units are geared and skilled or not.

Skill Point gain still seems very slow. While it's not an issue for units you have had from the start, it does make making new recruits battle-worthy a lot more difficult because the fights themselves are harder while new units are basically dead weight.

 

Thoughts, ideas

Would it be possible to create an item to boost a character's skill point gain meant for new recruits? Sort of like an inventory item. Or a skill itself. e.g. Training Armor: +100WT +100% skill point gain.

Overall I am very pleased with this mod.

Thanks for the feedback.

The main idea was to make mages very oppressive and powerful but also very squishy. It's kinda tricky to finetune so it will take a bit, but both of those aspects will be moderated slightly in next patch.

There's less things to spend points on now so I wasn't planning of any introducing any method to boost skill point gain. There isn't a quick solution either and it couldn't be done with an item, I'd have to tamper with SP gain formula and that isn't something I'm able to do right now. I suppose there's still the sp gain multiplier cwcheat if you're looking to save on some farming time.

Finally got around to scaling San Bronsa for the second tier of draconic attack spells, and I've noticed that their damage is unaffected by buffs like spellcraft or strengthen. I suppose this is because of their unique damage formula, but their damage doesn't seem to be boosted by elemental augments either. Is this an intended drawback for their relatively cheap MP/RT cost (compared to apocrypha/summons)?

Also noticed two small bugs in my playthrough so far - Dynamo Plate doesn't require any materials to craft (the materials page is blank), and the Steadfast skill can't be learned because its prerequisite is listed as -nothing-

It has otherwise been a blast rediscovering all the bonus dungeon loot and dealing with the higher level enemies in the upper floors of San Bronsa (the Titans in particular really feel as tough as their namesake now). Now to tackle the Palace of the Dead!

They should be affected, but it's more of the way those effects work than spells themselves. To see any benefit from bonuses that affect the stat overhead (like strengthen or elemental averse) you have to pass the stat threshold first and units that can use draconic damage spells tend to have lowish attack stats, augments add to the stat total, but if you didn't pass the threshold you won't see any effect either. There's a damage calc table in the first post if you want to know more in detail.

Thanks for the report on those two, forgot to set the crafting recipe for dynamo and the Steadfast requirement was Knockback 1, which got removed.

Hmm..I did some further testing and it appears augments and strengthen DO affect draconic spell damage, just as you said. I suspect I didn't notice it earlier because my most prominent draconic user (Hammer Lord) is always targeting bulky frontline units so it didn't look like either of them were making a difference.

Edit: Just completed my CH4 Palace run, now farming mats for the Secrets of the Master recipes. Would be nice if there were a few more sources of Daedalus Pinions, Racks and Skyiron (not too many because they're supposed to be rare). Maybe as max-rank steal loot like Orichalcums? On another note, the Valkenheim is listed as ice elemental in the changelog PDF but it has no element in-game. It's still a pretty big upgrade over the Spiked Bola (although you do lose the ability to equip a melee weapon alongside it for counters and parry).

Update the consolidated changes, please? :)

Sure, I'll get around to it these days

Is there a save editor for this game? Ended up losing my save and all I still had to do was the palace and CODA. Don't really want to have to reach the endgame again, as the game is still very...very slow at the start.

EDIT: Actually, nevermind, I just saw the huge overhaul that 0.89 and 0.90 were and I should probably go through the progression again.

Heya Raics.  Kain told me about this mod in my discord.  I'm a pretty active Twitch streamer so I am REALLY looking forward to playing this mod when it is finished.  I loved TO back on the PS1 in the late 90s/early 2000s, and never got to try the PSP version.  This mod, and everything he has told me about it looks like it will be a real treat! 

Keep up the good work man.

Sure will, thanks.

Also made a account just for this mod hehe.

So, I was leveling up a party of 6 to pick extra 2 (Vyce and Gildas, but Hobyrim is so cool and Mirdyn seems useful) and I noticed 2 things:

1 - Berserker is so underwhelming. I knew in vanilla they're worthless, but they don't seem a whole lot better here. I'm using Xanpa with 2H Axes. Should I try another stuff?

2 - Dragoon also doesn't feel good. I have a spear dragoon on vanilla I wanted to finally use some 2H Hammer, I already have a Spellblade with spear and I want variety. His magic damage seems okay, tho. It isn't 80 damage for tier 2 spells with a mage, but 60 damage seems good enough. But his defenses are so crap AND he is slow. Am I doing it wrong? He can't use double handed crossbows, but it would be even worse due to it's hefty RT cost. Halp.

 

Based on that, I would like to throw 2 ideas regarding Berserker. I'm by no means a veteran on TO (this is my second run), so take this with a grain of salt:

How about he gain Convert HP? This archetype in games have some mechanic regarding being beaten and improving his stats, either being his defenses or his ofense with some defense (Tryndamere in League of Legends, can crit and heal and gains damage when low health, for example.). Historically (or rather, the concept about Berserkers in history), they were fearless warriors that wouldn't stop his assault regardelss of damage. So, self-heal through Covert HP would make him somewhat durable when he actually gets into the fray. What about give his sanguine assault a bigger TP cost and also a bigger attack modifier? In a way that, if you want to do big damage, you can't just gain through attacking but through getting beatean until you "enrage" enough and nuke someone. Or +crit when low health?

Berserker isn't really something you can just leave on the frontlines and forget about him, right, he needs support from a healer, a knight or maybe earth buff user to shield him so that part works as intended. He doesn't exactly shine early on but in late game when a lot of damage comes from stat scaling and you raise your skills he can do very high damage and has the tools to throw TP around like dirt. There's only so much I can do with my current access to the game's innards so passive bonuses you suggested would be a no go.

Dragoon pretty much does as advertised, kills beasts well and does ok otherwise, he shouldn't be able to beat a warrior, swordmaster or berserker straight up but he doesn't lose too badly either, around the level of terror knight and he got a few new tricks. He's stronger than spellblade but can't match him in support role, you can't use 2h crossbows but 1h ranged weapons are much more usable here so it isn't that much of a loss.

What's with mages, seems like they love to cast Poison Mist at every opportunity.

Also is there any way to make Fear status somewhat usable against bosses? 

 

AI is kinda funny, ever since I raised the chance to 100% they just love poison spells.

When I find those encounter tables I'll probably be able to set immunities, unless they just use that death ward thingy, in which case not much can be done.

Decided to jump back into it since the last time I played the mod was .83 and the patch notes have got me excited. I noticed that you took a bit of an axe to Canopus' stats which is probably justified by how strong that guy is but the poor boys stats are almost generic tier now. Anyway keep up the good work my man.

just got to patch 0.90, katanas feel too strong, it out damages the 2 handed swords especially in the early game, and to think they can double hit and gives deflect with warriors feels weirdly OP

Canopus is a disc one nuke of sorts so you have to be careful there or he makes the entire early game a cakewalk. In vanilla winged race is only marginally weaker than humans which doesn't properly offset their incredibly valuable flying ability, in the mod hawkmen are considerably weaker so Canopus and Iuria are actually really strong for a winged and probably on par with a normal human.

On a unit with no STR/DEX bias, the weeb sword doesn't outdamage a 2H sword in general case scenario, only when hitting squishies (like mages or archers), which is probably the way it should work. The additional TP hit on katana is useful but in early game the extra chance to hit on swords is probably more valuable, I might take a small snip or two at it it in future but there isn't anything too broken currently.

Hi,

Just tried the patch for the first time (so I'm still geting used to the changes), I'm in Act 3, one thing I'd like to point because I feel it's kind of cheesy: The AI seems to have an unhealthy obsesion with poisoning units (be it poison cloud or the water magic), even units like Gatialo, a terror knight boss with good physical stats spent almost all his turns casting poison instead of physically attacking (only attacked when he could use a finisher). Maybe the AI could try to use buffs instead of poisoning everyone, which honestly feel more like an annoyance than anything else.

Many units seem to have empty skill slots (but I think it's on the do list), so when you recruit them you maybe have 1 valid skill and 4-5 empty slots, feels kind of weird, but no big deal. I'd like to point out that the clerics in the Act II fight in tynemouth hill (so the Galiatos cleric fight) are still using Caldias fans despite being a lvl 21 fan (dagger).

My main gripe with the changes right now is how mandatory a healer feels, as everyone seems to be able to tank some damage, and heals top off a lot of hp (so enemy clerics on fights are your worst enemies!), specially on low hp units, so leveling new classes/monsters without a healer made the map choice very restrictive for me. Was the idea behind this to always have someone with lob gloves and have him heal with items instead of magic? (if you can't bring your monks because their level is much higher).

Also it would be nice if the monsters could have a mastery for their claws (weapon), as without this I feel in the long run they are at disadvantage with humanoids, and with the range changes + the need for buffs for units to work at a full potential it makes beasts and dragons less attractive (octopus on water maps are still strong though), maybe this changes with the later craftable weapons that I haven't seen, if this is the case then nevermind.

Other than this I'm enjoying the mod a lot and I'm thankful for your work, it's nice rediscovering the game (despite the early game being a big of a slog) and trying out new things.

Yeah, enemies like poison a lot, unfortunately there's isn't much I can do about that except remove the spells altogether, the fix I released recently helped a bit by reverting them to normal accuracy instead of 100%. There are very few buffs that the AI is set to use, because they typically won't do anything else as long as even one unbuffed unit is nearby.

The problem with empty skills and fans is one and the same, they're equipped manually for that battle so until I get to doing a pass over battle tables and remove them myself it won't be fixed.

Clerics aren't really a problem when levelling new classes, if you stick a low level class in a high level team it will syphon most of the xp anyway and level fast enough, units also get to the point where they won't get oneshot anymore earlier because level stat difference is lower. Strong healing is intentionally a necessity, you could get by without it in vanilla because very few enemies did any damage beyond a certain point and I like the way it changes the battle dynamic.

There's probably no need to give monsters the ability to level attacks, they're pretty strong at all stages of the game, especially later on and grow well enough naturally.

Good to hear you're enjoying it overall, there's a loot of room for improvements but the game isn't always cooperating and my options are still pretty limited.

is it possible to rework the poison mechanics? have a percentage based damage like 5% for the normal and 10% for envenom, and revert the intervals to normal but with a longer duration, in that way players will be obligated to use cleanse. the damage it does is honestly nonexistent all throughout the game

6 hours ago, jullian29 said:

is it possible to rework the poison mechanics? have a percentage based damage like 5% for the normal and 10% for envenom, and revert the intervals to normal but with a longer duration, in that way players will be obligated to use cleanse. the damage it does is honestly nonexistent all throughout the game

Poison lasts a long time so it adds up, if you poisoned 4 enemies with the cloud and it ran its full duration it's 600 total damage which isn't too bad even in endgame. But yeah, the urgency to remove it isn't really there and I would have reworked it a long time ago if it didn't require digging through assembly, meaning it will have to wait, better to do the easy stuff first.

What you're saying is about poison in the player's hands, though. The real problem is how the AI uses it. Enemies would work better if they simply didn't have access to poison. It's doing them almost exclusively harm.

I suppose it might help as a band-aid if it did a bit of damage upfront too, the way gravity flux does. Not percentage, though, a fixed amount of non-resistable damage + a low scaleable non-elemental base so it might do something in endgame.

Also, if I shift that fixed damage upfront it will make the AI treat it as just another damage spell and will use it whenever a regular AoE spell does less damage, which will usually happen on tough units where poison is the most useful.

Found a bug. Ars Magna and Herbalism are switched when you go to craft.

Thanks, I forgot to switch the places of their names and descriptions too.

Hello raics,

Do you think you could point me to the appropriate address for the Lord's stats in the 03e8 file in the hex editor? I love your mod, but I hope to exercise some autonomy over the Lord's stats. By the way, are the stat tables in the readme for the different classes out of date?

Yeah, they're somewhat out of date, it's a bit of a hassle so I haven't been updating them. It isn't a terribly important information anyway and you can see it ingame too.

Lord's stats start at 83c7a and go like this

3c 4b 14 19 12 16 12 16 12 16 12 16 12 16 12 16 12 16 12 16 1e 0c 03 08 02

3c is the HP base for the class, and 4b is growth per level divided by 10, so lord class has 60 HP at level 1 and gets 7,5 per level. Then you have base and growth for MP, STR and the rest of the stats in the usual order, after that 1e is RT, 0c is base ATK and 03 is growth, so lord has 12 + 0,3/lev, then you got the same for DEF. Movement range is on 83c9f and it goes up and down by 4, not 1, so 19 is movement range of 5 and 15 is range of 4.

Thank you very much! I'm having trouble finding it at the address, though, and searching for the hex values you mentioned doesn't seem to turn up anything. I suspect it has to do with how my installation indicated a size mismatch for my ISO and necessitated I rebuild my ISO before patching =/. Any ideas for how I might fix this? 

Got it to work! Might have to do with my ISO being set to "Read me" status. Huh. Thanks again!

On 4/17/2018 at 1:43 PM, mario2000 said:

Found a bug. Ars Magna and Herbalism are switched when you go to craft.

this, are we really supposed to get Ars Magna combination recipe before Herbalism? story wise

25 minutes ago, jullian29 said:

this, are we really supposed to get Ars Magna combination recipe before Herbalism? story wise

You should be getting consumable crafting recipe first as of last patch (though it will say ars magna), that's why they ended up reverted which will be fixed in next patch, whichever that one is. When I get to editing encounters you won't be getting ars magna from a story battle and will only be able to buy it from deneb in postgame, you can't use those spells before their level anyway and the cost won't be overly high so there's no hurry to fix it.

Gave Arycelle a Siege Bow, seems like bows can no longer shoot past their displayed maximum range. Makes me kinda sad.

39 minutes ago, mario2000 said:

Gave Arycelle a Siege Bow, seems like bows can no longer shoot past their displayed maximum range. Makes me kinda sad.

Just siege bows, that way they have the range advantage only when shooting uphill, it's intended.

Ok, that makes sense then.

hover draft magic mp cost is too much, 30 mp for just 1 target :(, comapre it to drift or ascend which are more useful

and having an action animation instead of an item for the ward skills sounds more appealing

Hi, I`ve been playing your mod for a while and I must say that I love most of the changes that you did, how you made most classes unique, so great job on that. Although there is some things that I think ruined the game a bit, like the access of all units to most consumables that heal status ailment since version 0.89. I love to add these spells in my strategies but right now they are nearly useless. They are difficult to aply unless you are a magician which is not really a problem. The problem is that every enemy can and will use an item and heal them in the next move so why bother. I have seen how after I risked a turn with a 40% chance of triggering charm it worked only to see how the charmed enemy heal himself the charm with an item. Or how difficult is to silence a magician or healer because they are in the backrow and have high resistence (as it should be) and once you manage to do it the next enemy will heal them with an item. So again why bother to use them to begin with. I think those item should be behind the field alchemy so enemies don´t abuse them, it makes healing magic way less useful as everyone can heal them and the status ailment magic become very situational that are mostly useful again monster unless they have human allies to heal them with items.

I think you are doing great with these mod but these need more testing

Buff and status spell cost is standardized currently so I probably won't reduce it but it might become multi target. Hover is a pretty decent status, though, you're getting movement over all surfaces and +1 jump.

Shutdown status effects are so powerful it borders on abuse and statuses are much more common in the mod, due to the way spell accuracy scales they tend to become more accurate in late game so the opportunity cost for using them is lower too. Therefore, status removal had to become more accessible too, and for everyone or it wouldn't be fair, it's good if status effects are situational now because I've seen a full field of bewitched units fighting one another or deep in sleep nobody can wake them up from.

There is a bug with spellbooks. The recruit skill that it gives doesnt work, no matter what it's always 0%. For comparison, I took the appropriate recruit skill as an actual skill and tried both that and the item version. The skill worked fine, the spellbook didnt.

3 hours ago, The Ancardia Codex said:

There is a bug with spellbooks. The recruit skill that it gives doesnt work, no matter what it's always 0%. For comparison, I took the appropriate recruit skill as an actual skill and tried both that and the item version. The skill worked fine, the spellbook didnt.

Right you are, most likely it's because the skill level is considered to be 0 when used from an item. It isn't a problem for most other skills because they still have some chance to work or some range even if their level is zero but recruit skills are based on a non-standard formula that's hardcoded into the effect (the chance to hit field lists 100%) instead of called from the formula list so there isn't much I can do about that at the moment, regretfully.

I love the amount of work you've put into making every weapon feel powerful and usable. In my vanilla run I stuck to only a few weapons, in this mod however I've tried to have a unit for every weapon type and have yet to be disappointed.  Even if the recruit skills are bugged I still love using spellbooks, the enfeeble on hit and value from stats makes them feel good and I can't wait to see the finishers. 

 

If I hit endgame and feel like something is lacking I'll be sure to mention it but for now you're hitting it out of the park. Good job!

Could you by any chance point me to the hex address of the generic base stats in the 03E8.bin file? I wanted to try tweaking a few things (namely playing around with base RT a bit) but I'm finding myself a little lost.

2 hours ago, Icemephit said:

Could you by any chance point me to the hex address of the generic base stats in the 03E8.bin file? I wanted to try tweaking a few things (namely playing around with base RT a bit) but I'm finding myself a little lost.

Sure, generics start at c59aa and the race template table is 64 fields wide, on that address and the following one is the base HP amount, then you got the base MP amount, then growth for HP and growth for MP. After that you have the eight main stats in their usual order, first the base amount and then growth for each one, and after that is RT. All generic races have four templates and are listed in this order, human male, human female, hawkman, lizardman, lamia, orc, skeleton male, skeleton female, ghost male, ghost female, faerie, gremlin, pumpkinhead, dragon, hydra, gryphon, cockatrice, octopus, cyclops, golem. All unique and named characters have separate racial table entries.

(related to 0.90a)

Raics,

Great work you've done here. I've been working on a rebalance of my own, having been ignorant of yours... I find we shared a lot of similar thoughts about several issues, though you've clearly ratcheted these things up to level 10 compared to where I'd taken it so far!

Only found this mod this weekend, so haven't exactly done extensive testing... only two separate runs into the mid chapter 3 (one law and one chaos). Have not had the chance to play with beasts outside of griffon and octopus, or any of the "humanoid" faerie / gremlin / reptile yet.

My personal play style is to start from scratch, run through the story to the end toying various builds in vanilla, pretty much never do POTD / CODA for context. And then doing it all over again from scratch (new save, no wheel).

So, from a not-at-all min max situation blinding rushing through the story, I feel the following:

  • Magic Damage scales really weirdly compared to weapons from a leveling perspective. Chapter 1 is the worst, at the start of chapter one magic is completely OP and does double the weapon damage. By the end of Chapter 1, though that has flipped and weapons similarly outclass magic. It would seem this is because weapons have received two fairly significant upgrades in the form of 2H variants of weapon types, and then another upgrade on top of that in the shop by the end of the chapter, meanwhile upgraded armor on enemies has effectively nerfed magic damage.. The introduction of the AOE spells halfway through helps mitigate this somewhat, but that's offset by strengthen becoming available around the same time.

    This only really starts to stabilize a bit towards the end of chapter 2 when augment element ranks start to make some headway, higher ranks of spells start showing up. By Chapter three things seemed to have evened out; and maybe this is okay because the casters have utility they can focus on until the later chapters make the magic damage more viable. Just feels unsatisfying to treat them as buff bots for half a run.

    Or maybe I was just doing something wrong.
     
  • Knight does a good job at meat shielding / zoning, and has more utility in the form of access to "cleanse" spells. Terror Knights do a decent job of being the Yang to Knight's Ying.
    Similarly Dragoon and Beast Tamer, fill a role related to beasts (countering or enabling them) and have a degree of utility / flexibility built in there.
    Warriors at least have an option to use a ranged weapon.
    Spellblade has obvious utility, and Vartan is basically a flying spell blade with weaker damage on spells (El Colas Winds broken good).

    All of these have a fall back pattern, "if I can't reach the enemy to melee, at least I can do Xxx" that mitigate any movement or positional lackings
     
  • Berserkers, however, feel underwhelming compared to the alternative early to mid game "melee" classes. Berserkers lack that fall back pattern, and innate wade does little on most terrain to help with that problem. So I find them twiddling thumbs too often. 

    Would love to either see their movement increased to 6, or be given a Dash (move +3 this turn for using TP).
     
  • Similarly, Rogues ability to lay traps and other things do give them a fall back pattern, and steal is a unique ability... though given my play style probably offers limited usefulness.

    That said, would also love to see their movement raised to 6, or given Wild Hunt (which I feel is entirely unnecessary on Ninjas and should be removed, Ninjas have enough of a fall back pattern and safety as it is I feel).
     
  • Love the attempts to make the skill level ups more reasonable. However, I would suggest the following based on my personal expected frequency of action:

    Further increase the MELEE weapon skills to 128 (Not as bad as vanilla, but ranged weapon skills still leveling significantly faster than their melee counterparts even with counter).
    Further increase Beast, Dragon, Undead to 96
    Further increase Sacred, Demon, Golem, Reptile to 128
    Drop Anatomy to 64
     
  • Someone else comment that status effects were too easily remedied by the AI. I tend to concur. I like that the buffs/debuffs have impact, and would prefer to see them less easily remediated. TBH if Knight's and anybody XxxProof were the only people able to cure some of the debuffs that'd be fine by me. As it is, any debuff I land is more like "make a random enemy unit waste their turn doing nothing" regardless of what the debuff is as one of the AI will invariably cure it.
     
  • Warlock I tinkered with but... weird class at the moment, still trying to absorb information in this thread about how to use it.
     
  • Excited to get to play around with Necro, White Knight, and other "unique" classes... May actually do POTD and CODA again after all these years :D

Disclaimer: I'm perfectly capable of applying these above changes myself, and I likely will in the future to my personal copy. But I will at least finish one of those runs through Dorgalua before mucking with your work.

Great job!

Thanks for the feedback, there's a lot of people that love this game and thought of modding it but the process is kinda awkward without any tools, maybe one day we will have some available. I've included a fair bit of the changes based on community feedback but it's ultimately done according to the way I think the game should work, it shouldn't be hard to tweak to your liking but you should obviously wait for some kind of a finished version as things are prone to changing, items and skills shifting places would especially make it tricky to keep up.

About the feedback, it probably isn't possible to give magic a smooth powerup curve, weapons come in many tiers and magic typically has four or even just two, that meant it powers up in rather large steps and tends to flag a bit right before the next upgrade. That can be fixed by having only one spell of each kind and scaling it by stats alone but that eliminates the RT control and simplifies the mana management aspect that make mages more interesting than other ranged attackers. That said, compared to archers, mages are probably having more consistent damage output and are a natural counter to beasts which are fairly vulnerable to spells and don't TP from getting hit by them like normal attacks, if we add their other tricks it's kinda hard to directly compare mages to other classes. The game also uses a damage formula that makes it really sensitive to tampering with stats, in several previous patches magic resistance was just a notch lower and it made mages disgustingly oppressive.

It's true that some classes lack a fallback action, but in this game it isn't a serious drawback because it doesn't tempt you into wasting RT on unnecessary actions, so a berserker or a dragoon are classes that are very focused on doing their thing as opposed to those like spellblades or warlocks that can always find something to do. The damage scaling is probably a bit off currently because VIT is too high, I'm trying some things with it to release in a minor patch this week and if it all falls into place it should make berserker more effective indirectly.

I'll likely get rid of racial skills altogether, even if they level easier you'd just never use anything other than anatomy because of the enemy composition and that can't really be fixed without turning this into monster tactics, there are way too many racial types in the game and the rank system means they can't function even as a situational equip because you have to invest hard into a possibility to maybe use it sometimes, and that never worked out in any game. It doesn't really add anything to the game and will also solve a few other minor problems so it should be a good thing in the long run.

I'f you'd like to chat a bit about the game you can join the discord too

Honestly......yeah, get rid of the -ology skills. They really aren't worth it. Frees up another slot.

Thanks for the info before, I've always liked my generic units to be borderline with unique ones and the rt change let me do that. Out of curiosity, if I wanted to change what weapons a class had access to what would I need to change? I'm guessing it's ether in the class data itself or attached to each weapon?

Hi again,

I've been advancing through the game, I'm now clearing the shrines after my first clear (by the way, I found the last battle in hanging gardens before the final boss with to be very deadly, the damage the boss could dish out with the warlock spells and the 2 handed weapon + high accuracy would almost one shot any non tank unit, very scary considering the extra units in play, in comparison the last battle felt easier to handle because its only one enemy, so even if its big damage as long as its not a one shot you can handle it). I was overall very pleased with the difficulty, and it was lovely to see some necromancy spells from the templars (had never seen paranoia or some other control spells cast). Still wish poison cloud was removed from the game as it feels like a cheap trap the AI can't stop falling into.

On the removal of -ology skills, while I understand as a player you will always level anatomy (because the campaign and most battles are fought against humans) and they make an big difference in damage once they are leveled, I'm worried how the removal of said skills will affect recruitment, as having a high anatomy or whatever skill makes recruitment easy/possible from some units, and for some parts of the game recruitment is the viable way to get gear upgrades. If the recruitment is tinkered I think, at least for me, that it won't be a terrible thing.

I also found some rogue traps would crash my game (the MP recovery one didn't, but the air damage+charm did crash my game, it was on a bad weather and a dragon steped on it, don't know if this is helpful), so I've been avoiding the offensive ones, but the support ones are good.

I love how the non humanoid classes have a more specific role, though I found the limitation on summon tier 2 spells to be odd to say the least (maybe its my love for patriarch spellcasters clouding my judgment), but the familiars felt really good as a kind of hybrid caster/healer with good mobility and evasion, will probably try to squeeze one of those fairies into my team.

Finally, despite all the nerfs, archers still feel very powerful, only used my rogue with a one hand bow as a limitation of some kind (less range and less damage), and while knights and dragons couldn't be killed without big trouble (specially TP fed dragons+heals behind), any non tank units would have 0 chance, mages could squeeze in one spell but usually that was it for them, don't know if archers with double shot/tremendous shot would make it even more absurd. I don't know if gunners should be included in the discussion, as they are late game units and guns appear very late, but imho the damage they dish totally out of control for the range the guns have, and barricade is a very powerful control tool. Haven't witnessed one handed gun damage yet, hoping this one will be a bit more tame.

Outside of this I really like the balance of all the magic schools, with the buffs/debuffs available making some elements that I wouldn't have used before really nice (like ice and water) and making other schools which I felt were too good (like dark magic) fall more in line.

Thanks again for all the work you've been putting into the project.

3 hours ago, Icemephit said:

Thanks for the info before, I've always liked my generic units to be borderline with unique ones and the rt change let me do that. Out of curiosity, if I wanted to change what weapons a class had access to what would I need to change? I'm guessing it's ether in the class data itself or attached to each weapon?

Right, the RT advantage is almost cosmetic in the mod with 6 being the most a unique can have over a generic, with ~150 on the counter every turn once the battle starts and some classes getting close to 200 it isn't really a significant factor but it's probably worth tinkering with if you want to level the field even more. As for the weapon accessibility the game does both, every class has a number for the equipment set it uses (some sets are shared) and every item has five entries with 8 sets each that mark which ones it belongs to.

 

1 hour ago, Rafos1314 said:

Still wish poison cloud was removed from the game as it feels like a cheap trap the AI can't stop falling into.

On the removal of -ology skills, while I understand as a player you will always level anatomy (because the campaign and most battles are fought against humans) and they make an big difference in damage once they are leveled, I'm worried how the removal of said skills will affect recruitment, as having a high anatomy or whatever skill makes recruitment easy/possible from some units, and for some parts of the game recruitment is the viable way to get gear upgrades. If the recruitment is tinkered I think, at least for me, that it won't be a terrible thing.

I also found some rogue traps would crash my game (the MP recovery one didn't, but the air damage+charm did crash my game, it was on a bad weather and a dragon steped on it, don't know if this is helpful), so I've been avoiding the offensive ones, but the support ones are good.

I love how the non humanoid classes have a more specific role, though I found the limitation on summon tier 2 spells to be odd to say the least (maybe its my love for patriarch spellcasters clouding my judgment)

I gave it some damage up front for the next patch, that will probably deter the AI from casting it so much as it does less than aoe spells.

The removal of racial skills means I can do some tweaks to the recruitments, for one the skill will show its actual range because racials gave it a miniscule chance to work outside of it. Books will provide a +2 bonus which means they will have visibly extended range and higher chance to work, and I also removed the limitation of one recruitment skill per character, so you can have a mediator of sorts with every one of them if you wish.

Which version are you using? The trap crash should have been fixed in 0.90a.

The only thing a patriarch can't do is healing, they're a jack of all trades among casters and can even take a few hits so the tradeoff was lack of access to top tier stuff.

14 minutes ago, raics said:

Right, the RT advantage is almost cosmetic in the mod with 6 being the most a unique can have over a generic, with ~150 on the counter every turn once the battle starts and some classes getting close to 200 it isn't really a significant factor but it's probably worth tinkering with if you want to level the field even more. As for the weapon accessibility the game does both, every class has a number for the equipment set it uses (some sets are shared) and every item has five entries with 8 sets each that mark which ones it belongs to.

So if I understand you right, in order to add a weapon type to a particular class I need to go to every entry of every weapon of said type and mark them as belonging to said classes set? If that's the case would you remember offhand the address where crossbows start? (assuming they are all together that it)

7 minutes ago, Icemephit said:

So if I understand you right, in order to add a weapon type to a particular class I need to go to every entry of every weapon of said type and mark them as belonging to said classes set? If that's the case would you remember offhand the address where crossbows start? (assuming they are all together that it)

I can look it up later, all of them are together except for the cursed one. To make them available to a class you need to see in which one of those five entries is the class and which is the number you should add, for instance, white knight is in field 5 and you should add 4 to it to enable the item, for a shaman it would be 8.

On 22/05/2018 at 4:23 PM, raics said:

I gave it some damage up front for the next patch, that will probably deter the AI from casting it so much as it does less than aoe spells.

The removal of racial skills means I can do some tweaks to the recruitments, for one the skill will show its actual range because racials gave it a miniscule chance to work outside of it. Books will provide a +2 bonus which means they will have visibly extended range and higher chance to work, and I also removed the limitation of one recruitment skill per character, so you can have a mediator of sorts with every one of them if you wish.

Which version are you using? The trap crash should have been fixed in 0.90a.

The only thing a patriarch can't do is healing, they're a jack of all trades among casters and can even take a few hits so the tradeoff was lack of access to top tier stuff.

I am using the 0.90 (non a)! Though I had the latest one, are the 0.90 and 0.90a savegame compatible without too much issues arising?

Glad to see the recruitment skills aren't forgoten (also the books!), looking forward to the future. I feel gathering some equipement without recruiting makes the game very grindy

On the patriarch I was regretting his loss on access on high tier stuff (T2 sumons and forbidden magic/apocryphia), but then again in vanilla I barely used forbidden magic (MP costs were prohibitive), so I mostly use him to spam stop, rattle for tp reset and the slow+leaden aoe. I understand its a fair tradeoff from mages because they have support spells and parry (too bad they can't get deflect though).

Thank you for your time and efforts.

8 hours ago, Rafos1314 said:

I am using the 0.90 (non a)! Though I had the latest one, are the 0.90 and 0.90a savegame compatible without too much issues arising?

Glad to see the recruitment skills aren't forgoten (also the books!), looking forward to the future. I feel gathering some equipement without recruiting makes the game very grindy

On the patriarch I was regretting his loss on access on high tier stuff (T2 sumons and forbidden magic/apocryphia), but then again in vanilla I barely used forbidden magic (MP costs were prohibitive), so I mostly use him to spam stop, rattle for tp reset and the slow+leaden aoe. I understand its a fair tradeoff from mages because they have support spells and parry (too bad they can't get deflect though).

Thank you for your time and efforts.

Sure, just update it properly and there should be zero issues, you can even update from vanilla to the mod and the save will still work, special units will just have higher stats and everyone will have different gear equipped because it moved around.

On 5/22/2018 at 10:49 AM, raics said:

I can look it up later, all of them are together except for the cursed one. To make them available to a class you need to see in which one of those five entries is the class and which is the number you should add, for instance, white knight is in field 5 and you should add 4 to it to enable the item, for a shaman it would be 8.

Any luck with the weapon location? I don't want to bother you too much but I'm terrible when it comes to finding things.

29 minutes ago, Icemephit said:

Any luck with the weapon location? I don't want to bother you too much but I'm terrible when it comes to finding things.

You didn't read the PM I sent?

1 hour ago, raics said:

You didn't read the PM I sent?

Oops, must have missed seeing that somehow; guess i don't scroll to the top of the screen enough

You are a god Sir!

I thought I was good when I created a custom save file with all uniques and their default base stats (but powered up because you had 50 characters so leveling them all would take forever...) (it did end up with some characters being godly (Lans Tartaros)

But with your mod, I am only wondering if I would still be able to use codes in the same way on the original version or has all the data been altered so that using the same codes would now cause unknown effects.

4 hours ago, ZaruenVoresu said:

You are a god Sir!

I thought I was good when I created a custom save file with all uniques and their default base stats (but powered up because you had 50 characters so leveling them all would take forever...) (it did end up with some characters being godly (Lans Tartaros)

But with your mod, I am only wondering if I would still be able to use codes in the same way on the original version or has all the data been altered so that using the same codes would now cause unknown effects.

I've been careful not to move anything for that very reason so most, if not all codes will work.

I think you shouldn't take out the -ology skills. This game is all about to specialize units and those skills are part of that. I have a hammer user specialized in golems and lizards, a dragoon for dragons and beasts, a light magic user for umbras, an archer for fairies and so on...

If you take them out we will lose a part of the customization.

3 hours ago, Darius87 said:

I think you shouldn't take out the -ology skills. This game is all about to specialize units and those skills are part of that. I have a hammer user specialized in golems and lizards, a dragoon for dragons and beasts, a light magic user for umbras, an archer for fairies and so on...

If you take them out we will lose a part of the customization.

I'll test it out and see what the feedback looks like. I respect attempts at role playing, but the issue is that for most players it isn't customization, it boils down to slap anatomy on, watch it rank up and become ridiculously effective against most enemies, never consider anything else.

Maybe you can eliminate only anatomy because 90% of enemies are humans but leave the rest of the -ology skills and balance the game from there. Although I still prefer to leave it as it is.

I would definitely prefer getting rid of all ology skills. Removing the need for all these extra skills adds alot of choices for the remaining usage of the skill slots..

However,  I am not sure what the general consensus is on this dilemma. 

So it is up to you Raics.

I agree a good compromise would be to atleast remove anatomy since that would mean the other  skills would not be as necessary anyways.

Anatomy is definitely one of the bigger problems

 

Leaving anatomy aside, the rest of the -ology skill give you more options, they are optional. By removing them we are losing options. If you want to speciallize a unit to fight specific races you use them. If not, you don't have to.

The new version is up, we'll see how it's going to work out.

The racial removals combined with the recruit skill changes are a tad awkward. Wizard learns Coax but can't learn Herpetology for example. I understand why you would block Berserker & Warrior from using Herpetology (so lizards can't use their own racial per your patch notes), but Wizards should either be able to learn & use Herpetology or Coax should be moved somewhere the lizard racial is an option... at least in my opinion since Lizards can't be Wizards (they have P/Matriarch instead).

BUG:

Custom Sprite people are invisible in cutscenes that occur prior to battles (Donnalto when you get him, Grion at Bordo Marsh - Donnalto becomes visible once the battle actually starts, Grion does not so he's just a shadow on the ground very hard to see).

That's because of lamias, they're also reptilians and they have access to wizard class, when I get to tweaking class accessibility I'll sort some of those out. The alternative is removing racial skills altogether and this is probably the lesser evil, also gives humanoid and monster classes a nice selling point as you can make them into manhunters/maneaters.

Didn't expect the game not to have the terror knight sprite loaded at that point, when it does it works fine as you can see below, I'll have to check what can be done about it.

 

ULES01500_00027.jpg

Did you...remove Oz and Ozma's pissy fit ranged attack? Young man, you put that back this instant.

Seriously though, I just reached chapter 4 in the new playthrough, and I think it's time to do something about the exp curve. The player shouldn't have to grind levels while going through the story the first time (not to mention the classes you get way late), the way it is right now you reach the hanging gardens at level 17-18 and enemies are way higher. Even the shop equipment is two tiers ahead, at times. The first Damasc pieces showed up and my highest level is still 14.

Keeping it this slow also exacerbates the gaps in weapon availability. Your 2H bow options is stuck at the level 7 Longbow for 2 whole chapters.

Ozma's is still there but it didn't feel as fitting for Oz, he's a bit more about brawn but I have no strong convictions about that so I could give it back.

The gap is larger because bows have two weapons less in the baldur-damasc range, I could fix that but can't do anything about the exp curve yet. I's still considerably less grinding than in snes version or FFT, have you been just going for the leader, maybe, or had a lot of evacs? My no knockdown full clear playthrough is at ch4 start and they're level 16-17 without grinding to enemy's 15, the only class I've doubled up is the cleric. If the game rewards you with no grinding for tight play I'd call that a good thing.

Didn't get the scene to continue the Cressida questline. So I can't evacuate Oelias? There's no way I can finish that before she dies.

31 minutes ago, Valenhil said:

Didn't get the scene to continue the Cressida questline. So I can't evacuate Oelias? There's no way I can finish that before she dies.

Yeah, you can't, if you evacuate her and hobyrim in chaos route they aren't present to trigger their after battle dialogue. That's what the blessing stone upgrade is for, you raise a unit by evacuating the user (which is why denam can't use them since last patch).

Oh, and I've only going straight for the leader in Galgastan missions for the CF, and am yet to evac anyone. But this is the same as my last playthrough, there's 2 spots where the level difference gets really bad: end of chapter 3, I usually go to Xeod Moors with baldur weaponry for quick clears to catch up, but it happens again right at the end of the game, last play I just pushed through and had 4 units lose a heart to the final boss for it, because it's easy to bully Uram in the first chapter 4 fight for exp with the WORLD.

The crafting chance failure is back, is that intended?

2 hours ago, Valenhil said:

The crafting chance failure is back, is that intended?

If it says 95-97% it's only early on, I think it's only visual and can't fail anyway or at least I never saw it myself or had any report that it does, it says 100% later. It can be lower and actually fail if the game was loaded from a saved state after patching and then hard saved, that messes up the file in some ways including crafting chances.

Yeah, my first time messing that up. I applied the latest updated one day, played another, and forgot I had auto-load latest savestate turned on.

How much does this mess up? I'm already past Barnicia and not super into starting over again, but if I had to, better now than later.

Can't say for sure how deep it goes, crafting fails were usually enough to deter people from continuing the playthrough, I think some reported glitches with class changing and some stats.

Hullo! Big fan of this hack, I've been following it for a while and I'm finally making my way through it, but I've run into something odd. Is Radlum supposed to look like a Templar? 

Screenshot_20180618-123555.png

Yes, it's intended.

Anyway Raics, my crafting chances just fixed themselves back to 100% from 90-96% somehow. And as mentioned, it was not just visual, I did fail a couple times. I've been going through some of the sidegrades, and doesn't the cloth armor sidegrade completely eclipse regular light armor?

I'm wondering, how were draconic damage spells calculated again? Sherri nearly always does less damage with Terra than with Cragfall II, but Denam does three to five times more with Aura than with Spiritsurge.

The ghosts could teleport again cool! But please make the wraiths teleport too, they look pitiful compared to the ghosts

14 hours ago, Valenhil said:

Yes, it's intended.

Anyway Raics, my crafting chances just fixed themselves back to 100% from 90-96% somehow. And as mentioned, it was not just visual, I did fail a couple times. I've been going through some of the sidegrades, and doesn't the cloth armor sidegrade completely eclipse regular light armor?

I'm wondering, how were draconic damage spells calculated again? Sherri nearly always does less damage with Terra than with Cragfall II, but Denam does three to five times more with Aura than with Spiritsurge.

It's intended indeed, some wanted a playable templar so we'll just say Rudlum used it as a disguise to move around easier, makes a bit of sense. I'll have Denam comment on that so it doesn't seem as random.

Crafting chances increase a bit over the course of he game, not sure of the exact formula but it might depend on the amount of recipe books you acquired, hard to say. Yeah, cloth sidegrade has better bonuses but lower def and resists, it's better overall but fewer classes can use it so it doesn't directly compete most of the time, I'll probably remove the duelist bonus versus some races or nerf it a bit in other ways but not by much.

Draconic spell descriptions mention they're attacks, so they use your str/dex (more dex than str) instead of int/mnd and add weapon ATK on top of their spell ATK, so it's expected that a lord or princess would do more damage with them than a warlock or wicce.

@Riko Sure, it's just that it's harder to say which racial templates the game uses for wraiths so I haven't done it yet, once I dump the battle data I'll know.

Light Lord doesn't feel as good now, which I think it's a good thing compared to Divine and Dark being so much better in the original. Might switch to Fire Lord.

The White Knight duo is overbearingly powerful in undead fights. Considering what the Palace is, might be better to rein it in a little bit. Maybe make the quickening from fervor end immediately, so all it does is make their next turn come faster.

I also had the idea of adding that same small quicken effect to all war dances (only to the user), which now have mostly good effects (harvest still sucks), but could use one more small push. If using them also allowed the next turn to come faster, they'd be in a pretty good spot, and I feel that blends in well with the Swordmaster's image.

Quicken is one of those buffs that's tied to the RT clock so it can't be specifically limited to a number of turns, I can reduce its duration further but I'd rather increase the TP cost and keep the ability impactful, if I increased the RT cost much to offset the speedup it might go against the theme of the ability, it's supposed to hasten you after all. It's probably good that white knights are powerful in undead battles, makes a bit of sense so I'll just leave it like this and let them have their fun for now, I've had it up to here with 'white knights suck' anyway :)

I could just remove the RT cost of dances instead, it would do the same thing. Dunno if I should, their abilities are pretty cheap already and have either better effect or more aoe than spells that do the same thing to compensate for limited range.

Can you go through the endgame gear changes a bit?

Since sidegrades are only available for shop pieces, are they still competitive with the elemental pieces? And only the robes have an augment level? Doesn't that make the elemental armor kind of pointless?

And for the accessories, I'm confused at how earrings are increasing the attack of people who aren't wielding the correct weapon type.

Sure, since there are more elemental weapons now I could split them into two groups so some of them follow the usual pattern and some are sidegrades. Elemental weapons from the first crafting book can randomly spawn on enemies but enchiridion weapons and above can't (unless set manually), usable abilities are encountered only on weapons that can't be crafted and the highest required level for any piece of gear is 40.

Yes, only robes have an augment, that way classes that can use robes and other armor types have to choose between offense and protection. Elemental gear is pretty strong so it's a nice upgrade over normal gear and you don't need to hunt it all around the place anymore, you can craft it all except jyigla and thanatos with secrets of the master.

It's the way jewelry works, the resistance values double as a damage bonus. That's why chokers in vanilla are so broken, besides augment you get 40% increased damage of your element, another 10% vs all races (which the char screen doesn't show) and 3% blunt/crash/pierce, that's pretty much extra two tiers of strengthen/spellcraft. I've updated the damage calculator in the first post recently so you can check that out.

But not every character gets that increase. Denam's wielding a 2h katana and gets nothing from every earring but the 2H katana one, which has only a very small increase which seems to be only from the skill ranks, and a generic dragoon with a sword and fusil gets nothing for the fusil from a sword earring.

Right, seems that the game calculates the bonus for str weapons but not dex, I'll check on it tomorrow to see if it's just a display issue. If not, it might be some sort of a bug or just another one of their wtf design decisions.

Hi there, Raics! I'm ecstatic that you're making this mod - I'm in chapter one, and I'm already liking the mechanical changes. 

I did have a cosmetic suggestion, however: I noticed that Donnalto's sprite was completely changed, and Sara and Voltare both have sprites that are at odds with their classes. Would you perhaps consider doing something more in line with what the guy behind luct.tacticsogre did in the Warren Report? He recolored the unique generic character's sprites, like what we have with Donnalto and Ludlum in the remake. This would also serve to make those characters like Sara and Voltare more of iconic characters of their respective classes. If you feel that this isn't something you'd like to do, would you consider releasing notes on how to edit the sprites of characters for those who would like something different visually?

As far as mechanics go, is it possible to make it so that characters have individual class growth? Amd in regards to class-based weapon restrictions, what if they were removed, such that equipment functioned as it did in the original?

Anyway, I'm loving the mod, and I look forward to seeing where it goes from here.

Glad you're enjoying it. About those sprites, Sara using that particular one is a small nod to Orson from Knight of Lodis as it's kinda similar to his outfit and Voltare is just a recolored knight which is probably what you had in mind. Most characters that were previously named generics now have a fixed recolored sprite of their class, Sara could have an archer sprite too but I didn't want to double it up with Arycelle.

Can't see a way that would make individual stat growth being recorded on the character instead of a class as it isn't just flipping some switches, it would require a rework of the whole levelling system so that one will have to wait for someone else. Weapon restrictions can easily be removed but a fair bit of the balancing rests on that so I wouldn't do it, for instance, you could just equip a warlock with a 2h hammer and tear new assholes with dragon magic all over the place, valkyries would be close to wizards in power if they could wear his gear and wizards would be pretty tanky in heavy armor. In the original game (and vanilla remake to an extent), gear didn't really matter, everyone ran around with the lightest weapon and naked so full freedom in gearing didn't make any difference, in the mod half of the class are stats and the other half is gear.

Ahhh. I see! Very nice. Why the change to Donnalto's sprite? Was it similar to the decision with Sara?

I see what you mean. It would be very difficult to implement. 

Thank you for being transparent with your process, and thank you for the answers. I really appreciate it. :)

For Donnalto, not really, I was trying out something and people liked it so it stuck, kinda grows on you after a while.

If, in the future, you are able to make events and add new characters, would you consider changing Rudlum's sprite back and having some Templar join (maybe someone loyal to Ozma who sides with her in the fight in which she joins)? I only ask because his sprite is one of my favorites. 

Sure, why not.

I appreciate it. Thank you.

Also, what if Leonar joined on the Neutral Route instead of dying? This could add a lategame character in the vein of Ravness/Ozma in Lawful, and Cressida in Chaos. Also, maybe giving Oelias access to the Priest class, if possible. I've never understood why the devs gave Lawful so much, yet gave Neutral nothing.

Finally got around to making an account here. Been talking to Raics about issues a bit on reddit now but it's a pretty bad format for such a conversation. I'm very glad to hear about Valenhil's crafting percent jumping from 90-96% to 100% over time. Do you know when that happened? I'm having the exact same thing happen to me, was worried I screwed something up but it sounds like I'll survive now. Just not sure when things work themselves out.

 

Also, Koichimaru, I'm sure Raics can go into more detail himself, but I've seen him mention a long term goal of having Leornar join on the Neutral path. Something about a lucky charm or some such that Leonar keeps blocking the fatal blow.

Yeah, if it's possible I'll add Leonar in neutral route. Oelias already has priest available in my working version and there's also another quite unique character in neutral.

 

Seems that the game raises your crafting chances for each recipe book you got, or by level, either way it goes up.

You know - I've been so busy with work that I've neglected to read this topic in its entirety. I'll catch up on all of the info on One Vision before I post again. :)

I gotta say, though, it's going to be tough deciding which route I go on first now. 

On 6/29/2018 at 6:43 PM, Koichimaru said:

I appreciate it. Thank you.

Also, what if Leonar joined on the Neutral Route instead of dying? This could add a lategame character in the vein of Ravness/Ozma in Lawful, and Cressida in Chaos. Also, maybe giving Oelias access to the Priest class, if possible. I've never understood why the devs gave Lawful so much, yet gave Neutral nothing.

Well Lawful is the canon route after all.

True, though I remember reading somewhere that Chaos was the canon route in the original.

I received the Ars Magna recipe book in Chapter 2 Chaos on my first playthrough. I think it was dropped from Vance. The patch notes say it should be bought from Deneb and the spells it creates definitely seems like it should be a late-game recipe. Is this intended?

On a more subjective note, could the first rank of Indirect spells be made to hit one area like it was in the base game?
- In chapter 1, getting hit by 40-50 damage on 2-3 characters is overly punishing, especially since Major Heal isn't available yet and enemy spellcasters have more movement to easily get into position
- For the rest of the game, not having a one-area attack that ignores line of sight makes it really difficult for spellcasters to cast into melee without hitting allies
- With the mod's focus on increased choice such as 1H swords that are held in 2 hands, or sidegrade spears that have 1-2 or 2-3 range, the loss of the one-area indirect spell seems counterintuitive

The solo fight against Vyce at the end of Chapter 2 Chaos on a first playthrough is pretty brutal. He now has a shield and has a chance to Bind on hit. If he binds you, you're done. Used to be, I could rely on the old Phalanx, but now even as a Knight, it's not at all obvious how to counter him. The skill Stopproof isn't available until level 16, while the fight happens around level 11-12. Perhaps make Stopproof require level 12 or just tone down Vyce for this fight?

Right, the recipe dropping earlier isn't intended, I can't do anything (or at least anything elegant) about it until I go through all the battle data and you can't use those spells yet anyway so it isn't a huge issue, it's just saving you 50k goth.

Indirects are indeed a shade on the strong side, there was an error in the formula when I last buffed them so they're roughly as good as first tier projectiles, which shouldn't be the case, they should do less damage. I won't be reverting them to 1 panel, though, having a low level area spell is doing more good than harm and the loss of projectiles for area-only casters was supposed to be meaningful drawback, so it's a choice of lesser evil.

I could knock Vyce a peg or two down on the offensive side, sure, 1v1 fights are mostly for drama and flavor anyway, not much tactics to be had there. He's likely squishy enough, though.

Ranger only has Shadow walk and First Aid. Don't get me wrong, Shadow walk is awesome and a bit ridiculous on a class that also has double attack, but the class feels really empty aside from that.

That's the case with a lot of unique classes, they have one or two unique abilities and several more from normal classes. Would be nice to have more, of course, but the extra room in ability section I scrounged up is almost gone.

Hey Raics!

Thank you so much once again for the mod. I finally finished a full play through with your mod (restarted a campaign at the last boss after i couldn’t resist a particularly juicy update that also broke my save), and I wanted to share my thoughts on the gameplay.

I love the new crafting and stat gain system. It really keeps the game interesting and somewhat more challenging than the original. I also love how you attempted to remove most of the otherwise tedious grind necessary to try out your cool new equipments!

I do have some doubts though regarding class balance - i get that we wanted to make generics more on par with specials and uniques. On the other hand, I do feel that the effort spent toward obtaining and leveling a unique should carry commensurate rewards - for example, Deneb’s Wicce class is still quite a pain to obtain, and it can only go towards filling out *one* character in your party roster, whereas obtaining and leveling a wizard can be used to occupy all 12 slots of one’s roster if one so chooses. Balance-wise, i think the effort that goes into obtaining and leveling a unique class that can only be used by one character should necessitate that that class be stronger than generics. 

I do feel that requiring the defeat of all enemies would be a welcome enhancement of the gameplay. I know this may be hard to code, and I’m just putting this out there to let you know that it’s a feature that some of us would really love.

Finally, is there any way you might enable decent exp gain for POTD? I feel this would lessen the grind post-game by increasing the rewards the player obtains in exchange for the time invested.

As an aside - I am keen on adding the Blinkwalk skill you gave Vyce to the Lord class. Do you have time to share with me how this might be done via the hex editor?

Thanks again for your great work!

I did try to make unique classes that take more effort to obtain stronger, Astromancer and Songstress are probably worth it now and I might give some others a little boost. The problem with unique classes is you don't get only one, or three or five, you can have your whole team composed of unique classes in best case scenario and if I make them too good that will be the absolute ultimate team and generics will be kinda pointless, ideally I'd like a situation where getting unique characters is worth it but if you're feeling lazy you can go for generics for their accessibility and not feel like you're shooting yourself in the foot.

Might have talked about that before, if I can, I definitely will add kill all condition to more battles. Adding more ext to PotD might be trickier, we'll see, I'll keep it in mind.

Giving your Lord the Shadow Walk skill is easy, however, just go to the address d25e4 and change the number from 255 (can't learn or use) to whatever level you want him to be able to learn it on.

Raics - I did as you mentioned, and it works. I made a mistake at first that resulted in it not working. Thanks again!

I get what you mean about having the entire team composed of unique classes being possibly too much better than generics - on the other hand, attempting to use unique classes for ALL members of a roster also places some restrictions on the player - for instance, it necessitates the player carefully thinking through how each unique class will have to be built to play with other unique classes (e.g. Knight Commander with 2 White Knights?), as opposed to simply using flexible generics to fill whatever role is needed.

Maybe you did something wrong, I'm positive it's the right address. Which number did you put in?

I edited the cell  d25e3  instead of e4. Stupid me. No idea how you do it so perfectly, across so many entries. xD

Hi Raics!

Great mod, really brings the game to life. Recently had some time to play around with white knights but felt they were really weak so I was wondering if i was missing something. It seems their divine light spells are all situational debuff clears (dont know if they get something else later) and they only have melee weapons and slow speed which means they almost never get any action. Would it be possible to give them some kind of skill they could use when theyre not fighting, like aoe defense buff skills or something? I hardly ever find any use for their divine light spells. They just feel like slow melee characters that just lag behind everyone else atm and I wish they had something they could do more consistently.

2 hours ago, Onelovekr said:

Hi Raics!

Great mod, really brings the game to life. Recently had some time to play around with white knights but felt they were really weak so I was wondering if i was missing something. It seems their divine light spells are all situational debuff clears (dont know if they get something else later) and they only have melee weapons and slow speed which means they almost never get any action. Would it be possible to give them some kind of skill they could use when theyre not fighting, like aoe defense buff skills or something? I hardly ever find any use for their divine light spells. They just feel like slow melee characters that just lag behind everyone else atm and I wish they had something they could do more consistently.

It's mostly a more offensive knight, probably a bit stronger than terror knight but won't match a berserker. They potentially have very strong skills later on, time of need is good anywhere and fervor is borderline broken in undead maps. Their light spells are indeed situational, he's no cleric so you won't use them all the time but they can save your bacon and won't slow you down much so it's handy to have. One of the reasons I can't make them super good is because you can get so many of them.

I know it's been said many times, but I think it bears repeating - really great work, Raics! Imo your mod is really underappreciated - sadly an old game like this probably has quite a niche following, many of whom probably may not bother coming back with a working PSP / emulator to try it again, much less go to the hassle of (1) looking for, (2) finding and (3) trying out your mod. For those of us lucky enough to chance upon this like myself, though, I must say it's really been a blast - I do believe I've clocked well over 100 hrs of playtime with your mod, which in the context of working as a responsible, professional adult is a LOT of time to give up. 

Thanks again! 

It's perfectly fine, there's no money in this anyway so I don't mind if just the biggest fans of the game play it. The important thing is that the game deserves a mod, considering how many FFT has, maybe we could say it even needs one so I'm really happy when I see people enjoy it, that means it's a real improvement and not a bunch of wasted effort. Thanks for trying it out.

Hey raics, thanks for getting back to me with your thoughtful answers. Separate question, I'm in chapter 4 chaos and read the Balmamusa Dead to trigger the fight to save Oelias. I used a Lifeline Gem on her, and it didn't trigger her follow-up conversation, thus now she's stuck in my party as a Guest and the next fight with Dievold isn't happening. Is this an intended result? Should I revive her via a different method?

16 hours ago, crabcrouton said:

Hey raics, thanks for getting back to me with your thoughtful answers. Separate question, I'm in chapter 4 chaos and read the Balmamusa Dead to trigger the fight to save Oelias. I used a Lifeline Gem on her, and it didn't trigger her follow-up conversation, thus now she's stuck in my party as a Guest and the next fight with Dievold isn't happening. Is this an intended result? Should I revive her via a different method?

Yes, that's what the upgraded evacuation stone is for, besides saving denam.

Hey raics!
Thanks for all the effort you put into making this mod.

So I played the 0.91a  version and the consolidated changelog states that the Berserker class can now equip 2H-Swords.
Was a little disappointed to find out that it does actually not allow this ingame.
Not sure if it is an oversight in either the mod or the changelog.

Best wishes, Dave

I should update the consolidated changelog but it's kinda tedious. Reverted the change at some point to reduce the equipment overlap between berserker and terror knight, but I could bring it back, some players asked for it recently and it isn't exactly hurting anything.

Is there any place i can find the equipment list for this mod?

Hey raics,

I'm in 4L and noticed a few weird things regarding ai levels. In some story/mission fights like ozma recruitment fight and the first pirate recruitment fight that is available early on in ch4, the ai levels were in the 20s (22 or 26, dont remember). Which is a huge jump from ch 3 that early on. But in other story battles the ai is at lv 16 to 19, like saving lindl. So i had to level up classes to the mid 20s to recruit ozma and azelstan and then breezed through the rest of the story fights so far (just got lindl). wondering if this is a bug in my version? I dont remember if there were other high level fights early on but those 2 I mentioned stuck out to me because I had to do them early on but it was impossible at level 15.

Have you considered making new classes you unlock start at your average level with appropriate unspent skill points? Its very annoying having to grind/scavenge just to let new characters cought up to your party. In the original game, that would be bad since you lose out on stat boosts from lvling, but in this mod it wouldnt be a problem right?

edit: and whats the deal with charm duration? I noticed it never even lasted long enough for them to take one action for your team with wortdart blowgun. I figured the spell might be different but I just had a fight where i used the spell on the monster that acts right after and he broke out immediately.

On 7/30/2018 at 5:32 PM, wazzur1 said:

Have you considered making new classes you unlock start at your average level with appropriate unspent skill points? Its very annoying having to grind/scavenge just to let new characters cought up to your party. In the original game, that would be bad since you lose out on stat boosts from lvling, but in this mod it wouldnt be a problem right?

edit: and whats the deal with charm duration? I noticed it never even lasted long enough for them to take one action for your team with wortdart blowgun. I figured the spell might be different but I just had a fight where i used the spell on the monster that acts right after and he broke out immediately.

charm works fine for me, lasting multiple turns

i'd also like an equipment list, i just found out the Reeking set has changed, apparently into the Legion set, but I don't know what pieces complete the new Legion set.

I wanted to report that I'm noticing some weird issues with the earrings giving stat boosts when they shouldn't. For ex. I think the Beast earring gives a boost to 1h swords as well. Also I think it's kind of weird that warrior's band can give higher atk boosts than the earrings in some cases, same for Seal of Finesse being better than Gunner's Earring. And I wish archers would be able to use or get access to some new armor from the recipes as well. I just finished the shines and everyone has new body armor except the archers, who are stuck with scout vests which imo are worse than damasc vests for archers. Wish they could have a new piece of body armor from the recipes that complemented them more. I think the scout vests are really weak compared to phantom cloaks and damasc vests, not sure where they fit in really.

 

Edit: Also forgot to mention, I was playing around with a Necromancer and tried its Beckon skill on an injured enemy, but it didn't do anything. I used it on a human and it had 100% accuracy. I thought it would damage the enemy by its current damage amount but it just ended up using up my TP

Sorry for not responding, went on a short trip and had no reliable internet access.

On 7/29/2018 at 6:54 AM, wazzur1 said:

Is there any place i can find the equipment list for this mod?

Not really, I should probably make one. The pattern that most gear pieces follow is similar within a category, though.

On 7/29/2018 at 11:10 PM, Onelovekr said:

Hey raics,

I'm in 4L and noticed a few weird things regarding ai levels. In some story/mission fights like ozma recruitment fight and the first pirate recruitment fight that is available early on in ch4, the ai levels were in the 20s (22 or 26, dont remember). Which is a huge jump from ch 3 that early on. But in other story battles the ai is at lv 16 to 19, like saving lindl. So i had to level up classes to the mid 20s to recruit ozma and azelstan and then breezed through the rest of the story fights so far (just got lindl). wondering if this is a bug in my version? I dont remember if there were other high level fights early on but those 2 I mentioned stuck out to me because I had to do them early on but it was impossible at level 15.

Yeah, enemies in those battles are of higher level compared to the story missions or optional content available at that point, that's a vanilla thing, I'll most likely normalize that once I finish tweaking the battle data but it won't be soon, that's a ton of work.

On 7/30/2018 at 10:32 AM, wazzur1 said:

Have you considered making new classes you unlock start at your average level with appropriate unspent skill points? Its very annoying having to grind/scavenge just to let new characters cought up to your party. In the original game, that would be bad since you lose out on stat boosts from lvling, but in this mod it wouldnt be a problem right?

edit: and whats the deal with charm duration? I noticed it never even lasted long enough for them to take one action for your team with wortdart blowgun. I figured the spell might be different but I just had a fight where i used the spell on the monster that acts right after and he broke out immediately.

It wouldn't break anything, but skill points have to be granted to a character, they can't be tied to the class so that part can't be done. It might be possible to add new classes at a higher level but I don't know how to do that yet.

Charm and bewitch are potentially gamebreaking so their starting duration is very low and there's a small amount of variance for statuses that tick away on 'per turn' basis.

14 hours ago, Onelovekr said:

charm works fine for me, lasting multiple turns

i'd also like an equipment list, i just found out the Reeking set has changed, apparently into the Legion set, but I don't know what pieces complete the new Legion set.

I wanted to report that I'm noticing some weird issues with the earrings giving stat boosts when they shouldn't. For ex. I think the Beast earring gives a boost to 1h swords as well. Also I think it's kind of weird that warrior's band can give higher atk boosts than the earrings in some cases, same for Seal of Finesse being better than Gunner's Earring. And I wish archers would be able to use or get access to some new armor from the recipes as well. I just finished the shines and everyone has new body armor except the archers, who are stuck with scout vests which imo are worse than damasc vests for archers. Wish they could have a new piece of body armor from the recipes that complemented them more. I think the scout vests are really weak compared to phantom cloaks and damasc vests, not sure where they fit in really.

 

Edit: Also forgot to mention, I was playing around with a Necromancer and tried its Beckon skill on an injured enemy, but it didn't do anything. I used it on a human and it had 100% accuracy. I thought it would damage the enemy by its current damage amount but it just ended up using up my TP

It's the same pieces as before, they're just all saying 'legion' instead of various variants of 'stinky'. There were a few other set changes, you can complete the infernal set with shaytan's bullova too if you prefer axes to hammers and the dragonslayer set can be done with either a dragon/wyrm shield or any 2h weapon that has a racial bonus versus dragons.

Unlike rings, earrings have a resistance bonus and there's also accuracy from extra weapon skill levels and bonus HP, they're a more balanced option compared to the focused boost to just one stat that rings have. Scout Vest is supposed to be really bad, you're trading off good defense of damasc or elemental vests for bonus movement.

I'll check up on beckon, thanks for reporting.

Glad to see you are back. i guess i didnt clarify that skill points part. What you describe is what i meant. Characters that join you in later chapters really should start with like 1~2k skill points. And If you can make it happen, I dont think anyone would object to starting new jobs at your ave level in the framework of this patch.

About charm... i think it should at least have a minimum duration so it doesnt do stuff like lasting 0 turns. That kind of makes it useless when you can just petrify instead.

I have a question regarding skills. Which skills cant be learned by other classes but can be used. I know meditate for sone mages and last rites can be used by princess. Any others? Mainly, I am wondering if conserveRT is wizard exclusive and if theres higher level sibyl active skills that can be used by princess.

By the way, I know this is still a work in progress, but its very hard to follow the readme. The relevant info is scattered all over the place and its hard to be sure if the info is current when you find it with ctrl + F. You must have your hands full, but perhaps in the future you could make a excel sheet or something that keeps the up to date info on classes/skills/magic etc.

Im really enjoying the mod. I never finished the original but played it til chapter 4. The skills and equipment is much more varied and enjoyable with the mod.

Ah, right, giving the recruits skill points isn't easy because there isn't an entry for that in the template, skill points are something that only characters in your roster can have. However, as a workaround I could give them more adequate generic skills for their level so you don't have to buy stuff like counter or clarity at least. More weapon skills to choose from might not be a bad idea either, maybe even a few ranks in all weapon types their default class can use.

There isn't really a way to set minimum duration, I'd have to raise the default duration and then it could potentially last too long.

Some signature skills are cross-class, you can check if other classes can use them by checking the second info tab, classes that can use it are highlighted. A good example is meditate which is usable by most casters, some knight skills are accessible by unique knight-ish classes or squash which is usable by most attackers with access to heavy weapons. Some unique classes will have access to a few skills from normal classes, like knight commander, buccaneer or ranger, and lord can use one from each.

Got a consolidated changelog on the first page but it isn't fully up to date, I'll try to bring it up to snuff these days, got a handy sheet for vanilla but I was waiting until the mod solidifies enough to avoid extra work.

If you haven't played the game much, could you tell me how much of an annoyance are the french names for spell scrolls? Got some requests from first time players to change it to be the same as spell name because finding the right one can sometimes be annoying, and it isn't really adding anything to the game.

Thanks for getting back to me, raics. I didn't know earrings gave additional boosts like that, now it makes them more enticing.

If you eventually do get to normalizing the levels in those early ch 4 fights, I think it would make the whole ch 4 experience a lot better. Most of ch 4 for me was not as fun as it could have been because I was over leveled thanks to those 2 early fights. Reminded me of playing vanilla. Luckily I just did the shines and am in potd now and the battles here are much better. Thoroughly enjoying your mod, it's great.

Regarding the scrolls, I'm not a fan of the current names, they don't mean anything to me and I can never remember them. "What does this do again? Oh this one..."

Also, I think what you mentioned about giving characters more default skills for their level is a good solution if you can do it. I'd be in favor of something like that.

yea, the scroll names are flavorful, but you cant ever remember what they do. Its not a huge deal though since you dont interact with scrolls that much. Your idea of letting later uniques start with more skills learned is a nice one. New characters that join you and enemies currently have alot of "nothing" skills which i assume were the stats skills that got taken out. That should probably be cleaned up at some point too.

By the way, is there a way to change the skill order that enemies have? It would be cool to add a few enemies that have augment elementals and some hard to level skills in the top 4 slots in various story fights.

Both the phased out skill removal and replacing the ones one enemies is possible, but it requires dumping all of the battle data which I've been doing for a while and it will take me a good while longer too. I'll also be able to fix the drop and steal tables once that is done.

So I finished my first play through of law path. I'm not too sure if im going for all the post game and other paths. Maybe sometime down the line. I just wanted to leave my feedback here. I mentioned earlier that I quit the game on my first play long time ago. I think I stopped playing on chaos or neutral chapter 4. Anyways, if i recall correctly, the biggest reason that I lost interest in the game was the ridiculous crafting system. I was sitting there pressing buttons for hours and thought to my self whats the point of this crap? Why would they make it like this? Why is there a fail chance when no one would keep the save if the big craft fails? Why cant i craft multiple things at once? Why do i have to wait for the stupid pot to shake every single time? I just dropped the game out of frustration at that point. Thank god for the crafting changes in this mod.

This is the type of mod that I love the most. Just balance changes, taking out unnecessary time wasting stuff, streamlining, no insanely scaled stats for increased "difficulty." Out of the design decisions you made in your patch, the best part for me was the fact that there is no stats scaling from leveling jobs. I think that was the other big reason that I quit playing the game originally. Even if I am not trying to absolutely min max, it was always bearing on me that I am potentially missing out of stat growth by simply playing the game how I want to.

The equipment/skills changes were great balance wise. Taking out the stat skills were a great decision, but it left some classes with not many relevant skilsl to use (archers for example). I dont know about other people, but I almost never use the status proof skills and racials (except on like dragoon/beast tamer). They just seemed too situational and it would be too annoying to modify your skills based on each encounter or something. Granted, my max level was 24 at the end of the game so I didnt explore everything. I think adding one unique passive skill for each class might make things interesting. For example, Dragoon might get dragon blood that gives innate regen. Then again, its kind of hard to come up with interesting passives that can be generally useful and not just a stat boost heh.

Anyways, on the topic of decreasing tedium, the final thing i wanna suggest is disabling enemy's ability to pick up loot bags, or just simply giving you the loot when you kill the enemy if they didnt drop a tarot card. Also, it would be nice if bosses/enemies that can drop unique items always does so and never drops tarot cards. Lets face it, we all just chariot until we get the drop, so why waste time right?

Well thats it for me. Thanks for the great mod!

Thanks for the feedback, glad you enjoyed it. No idea if it will be possible to do something about loot bags down the line, but it's possible (though very time consuming) to make all interesting drops guaranteed, hard to say what happened when they decided to go that way.

Hey man great mod, it's really cool to see Tactics Ogre having a mod of it's own. I'm playing through CH2L and finding the additions really awesome, although I didn't really dig some of the sprite and portrait changes (specially Donnalto and Rudlum) so I hope that one day I can see a version of the mod with the vanilla sprites and portraits (although some of them I actually liked like  Golden Lanselot and darker shade Warren). Speaking of which, I'm actually quite curious to what program did you use to perform the modification, was it a simple hex editor like HxT or an actually patcher like the one for FFT?

It's one of those things where you can't please everybody, some like the changes so it would require a separate version, right, maybe when it's all done.

It's just a hex editor, there aren't any specialized tools for this game.

I see that's cool, do you have the sheets or documents with the addresses and digits that you used to make the mod, I'd like to try tinkering with the game myself to see if I can make some interesting results, that is if you want.

Nothing in a form that would make much sense, I could look up and tell you how to change something specific but I don't have a sheet that says where everything is and what each address means

Ah I see, don't worry about it. One last question though, do you think that boss-only skills like Radius or Rampart Aura V can be used by human units through modding, I remember to have used a code once that would give those abillities to Denam but they coudn't be used nor learned by any class, however some skills like Invincible (that would give an attack and defense boost) worked fine, also could enemy-only classes like Death Templar be modded into usable classes?

Passives would work fine, and actives only if the animation is compatible with the human sprite, they usually are so it would most likely be fine.

Turning an npc class into one that the player can use or creating a new one is hard because there's a limited number of slots where the game stores how much experience and level does a class have, so they wouldn't be able to level up.

hey raics, i used feyrn bolus on a friendly unit that had "stop" status, it says 0% success but it worked. Is it supposed to say 100% instead?

5 hours ago, Onelovekr said:

hey raics, i used feyrn bolus on a friendly unit that had "stop" status, it says 0% success but it worked. Is it supposed to say 100% instead?

It should, it isn't shown because it's an ability with three effects where the last one works and the first two don't and they staggered the effects so it shows the percentage only for the first one. I can fix it by just separating them, I'll do it for the next minor patch.

"- The Warren entry for Deneb’s shop will specify her travel schedule, there is one and I can’t think of a good reason she’d keep it secret."

Holy fuck thank you

First of all, thank you so much raics! This is such a great mod! This mod really hits the mark in terms of re-balancing the classes, which makes my team much more varied than when I played the vanilla game. Now there is no more brainless "let the ninja kills everyone" strategy, and requires me to think more tactically about the composition of my party, how to equip them, as well as how to approach the enemies. Great great job indeed, bravo! I sincerely hope that more people will pay attention to your work in the future. You deserve much more appreciation than you already had!

I am not very deep into the game at this moment, so there is not much useful feedback to you, unfortunately. (Stilling playing around different sets up of team) However, I do have a question about the crafting recipes. I am currently in Neutral route at chapter 4 and are thinking about collecting all the recipes before WORLD back for other routes. Do all the recipes still drop from the same enemies as  in the vanilla game (such as the bosses in the six shrines)? Or have you changed the way to require the recipes? If so, where can I find them? I looked up here, the discussion thread in gamefaqs as well as the readme file, but still couldn't find relevant information.

I am sorry that this is really just a "playthrough" question than a feedback. But again thank you for this great work!

So far the recipe locations haven't changed, I'll be sure to note it if they do but it will most likely just be changed to a guaranteed drop. Haven't found a good reason to relocate them so far but maybe I'll switch them around so you get enchiridions in the temples and the palace but get the other recipes in phorampa and graveyard, as those dungeons are shorter and available earlier so it makes sense to find lower level recipes, not higher.

Good to hear you're enjoying it so far, if you got any comments, requests or suggestions feel free to post them here.

The consolidated changelog in first post got updated to the latest version.

Hey raics, I have a level 33 terror knight and wondering if you have any tips how to get the best out of this class? I'm struggling to find a use for it, it seems physically weaker than other heavy classes and its spell selection is nothing special either. What is it supposed to excel in?

4 hours ago, Onelovekr said:

Hey raics, I have a level 33 terror knight and wondering if you have any tips how to get the best out of this class? I'm struggling to find a use for it, it seems physically weaker than other heavy classes and its spell selection is nothing special either. What is it supposed to excel in?

Mass applying fear and busting up shadow clones, mostly, his spells aren't too powerful but drain life and tp can be very useful. He also has a guaranteed hit skill so you get a 100% stun with maces and you can use those heavy sidegrade 2h swords with accuracy penalty.

20 hours ago, raics said:

Mass applying fear and busting up shadow clones, mostly, his spells aren't too powerful but drain life and tp can be very useful. He also has a guaranteed hit skill so you get a 100% stun with maces and you can use those heavy sidegrade 2h swords with accuracy penalty.

Would there be a way for him to make his own clones so he could blow them up and do AOE damage around the clone? Maybe turn him into an area control type with the shadows with rampart aura, for example?

I have the dragon slayer 2h sword equipped on him and he does decent enough damage but he's so slow he's always scooping up the leftovers that only have 79 hp. His lack of range options really hurts him and he's not even as strong as the quicker characters with double attack. I'm trying to figure out how to get the best out of him in my squad but there's absolutely nothing he does better than the other classes. Destroying clones could be cool if utilized in a better way but currently it's is a very, very niche skill and it requires him to be close enough to even get it off.

One way to overcome his limited range without giving him ranged weapons could be to let him teleport or use the dash (or similar) skill, so he can get into the heat of the battle more easily. Another would be to give him a way to reduce his RT (preferably a skill). Either of those would help a lot. I have a ninja who's the same level and she has more mobility and damage output (with double atk) than the terror knight, plus she can dodge melee attacks with her skill which lets her carry far lighter armor. She's weak to spells but at least she has a clear function in the squad and she's very effective at it. I'm wondering what the terror knight's actual function is supposed to be as he's just lesser at everything compared to the other classes, including area control. I think he needs a clear purpose that differentiates him from the other classes, the control shadow-desctruction idea I mentioned in the beginning is one example I think would be pretty cool if possible.

Oh one more thing, I was using the buccaneer and had it cast Evade on itself, so it had nullify. Then I tried to use dash the next turn but the dash was canceled out by the nullify. I'm not familiar with this interaction (it's my first time playing this game) but nullify's description only mentions physical attacks and item effects. Is Dash considered an item effect? And if so is that a good thing?

cheers

There would be a way to let him create a clone and blow it up in the same round, but that would make him a bit too good, TK doesn't have the raw damage output of some lighter classes but he outdamages a fair few and is fairly tanky. His main shtick is probably being a counterpart to his holier cousin, the knight removes statuses and he causes them, knight blocks movement and he clears a path, knight equips himself defensively and he's offensive. That's less of a role than a running theme bit it gives him enough identity and I'm not hearing he's underpowered often, I'd really need more feedback like that before I do something drastic to him. The dragon slayer sword is dreadfully heavy and also costs a ton of RT to use, I'd be very surprised if he could keep up with a ninja with that equipped.

The thing about buccaneer is just one readied skill (ones that give you a star above) overwriting another, that's normal, you can have only one active.

Evade blocks buffs skills like Speedstar and even items for some reason. It's always been like that.

Only gripe I had with Terror Knight is that it wasn't tanky enough. It feels just right now, and fear is a really good effect.

On 9/8/2018 at 7:41 AM, Valenhil said:

Evade blocks buffs skills like Speedstar and even items for some reason. It's always been like that.

Only gripe I had with Terror Knight is that it wasn't tanky enough. It feels just right now, and fear is a really good effect.

I see, thanks for clarifying. I knew it wasn't an issue with a readied skill overriding the previous one, as evade is not a readied skill. 

Could you explain how you're using your terror knights, as I might be using them incorrectly (mostly as beatsticks). I don't care to use fear or other non-dmg spells because i'd rather just do the damage directly, but he's being outclassed by other melee attackers, and if I have him focus on those spells/fear, low accuracy or poor range seems to keep me from getting the most out of them, and at that point I'd rather just use a mage of some sort. I have Lament of the Dead always equipped on him but I don't use it much because it doesn't always work.

 

On 9/7/2018 at 3:22 PM, raics said:

There would be a way to let him create a clone and blow it up in the same round, but that would make him a bit too good, TK doesn't have the raw damage output of some lighter classes but he outdamages a fair few and is fairly tanky. His main shtick is probably being a counterpart to his holier cousin, the knight removes statuses and he causes them, knight blocks movement and he clears a path, knight equips himself defensively and he's offensive. That's less of a role than a running theme bit it gives him enough identity and I'm not hearing he's underpowered often, I'd really need more feedback like that before I do something drastic to him. The dragon slayer sword is dreadfully heavy and also costs a ton of RT to use, I'd be very surprised if he could keep up with a ninja with that equipped.

Re: the shadows, I think letting him blow it up on the same round it's created would be a bit too good, I was thinking more along the lines of creating a clone one turn, then having the option to blow it up the next. It would make his shadowbreak skill less situational and in conjunction with the rampart aura shadows, give him another tactical dimension towards area control. The damage could always be scaled down if it looks too OP in practice.

Yeah I think the terror knight does fine in terms of identity, that's not an issue, the problem is his lack of a real role in the context of a battle. Look at the other classes and you can clearly identify clear roles for various scenarios, unique functions that other classes can't perform. But the terror knight feels like an "add-on" class that's there if you want it but doesn't really add anything to the function of the team. In terms of productivity, it's just outdone by everything else at the moment so there's no real point in using it, at least from what I can see so far. Most of my classes except the end-game ones like lich are above level 30 and I still can't figure out why the terror knight would ever deserve a place in any squad. I want him to work but I just doesn't see where he shines.

Funny enough, knights is the other class I barely touch, due to similar issues. I think I just don't get the point of these super slow tanky classes because I figure they're supposed to be front-line warriors to absorb hits and deal heavy damage but due to their slow speed/low range they are never really in the heat of the battle, always lagging behind everyone else. So my quicker melee characters and ranged archers/mages do most of the work and the terror knight/knights struggle to keep up, wanting to be useful but ultimately not doing much. What would make me happy with these two classes is basically something they can productively do while not in range. It's why I'm attracted to the idea of Terror knights making shadow clones, because he doesn't have to be in range to make them, and if placed well, they can influence the battle in later rounds and be blown up if enemies come into range.

Knights would need their own thing, doesn't even have to be offensive or OP, just anything really that contributes to the battle when there's nothing else to do, a non-situational go-to option to use TP and/or MP basically. Or if nothing else, just some improved movement so these classes could actually be on the front lines more often. Would giving them more movement really make them OP? I figure their higher RT would keep them balanced, as they should get less attacks per fight compared to the quicker characters, therefore keeping the dmg output roughly balanced between the classes I assume?

I tend to levitate towards characters with high mobility or good range in my parties and it makes me feel bad for the terror knight because flavor wise I'd love to use him. Anyways even if absolutely nothing is done, this patch is still the best thing anyone could really ask for so I'm happy enough as is, just want to be... happier still, I guess lol. And I like the change to making lich/angels, I don't see any real value in the complicated steps from the original game, it doesn't add more gameplay or anything, it's just a nuisance. At least that's my opinion. More flavorful to keep the rings locked behind boss fights and do away with the unnecessary and unfulfilling grind.

While the area of effect of lament of dead is attractive, I find Fearful Impact just too reliable to pass up, so I tipically use only the latter.

There's not much to actually using them, though. Let the enemy come to you (this seems to be the part that confuses you, it's rarely a good idea to send all your units towards the enemy every turn, use your tanks to set up a choke), get some TP, keep hitting the tanky enemy units with fearful impact. Leave archers and mages to units that can actually reach them.

Everything you can remove with Intimidate is a readied skill. Other effects can also remove Evade or Intercession, the way I think they did it is designating some effects as magical, so healing or buff spells will remove intercession, and everything else counts as physical so items will remove evade.

There will be some indirect changes to TK in 92c, minor debuffs will get more accurate in general, which will benefit him, and some skills you typically spam every turn with heavy units will cost less RT (like aegis, clones or fearful impact) so they will indirectly get a bit faster. Their magic is there just so they have something to do in the situations where they can't reach the enemy, their RT cost is low so you aren't slowing yourself down much even if you took a shot with low odds, you aren't supposed to use it over their melee attacks in general case scenario. On the other hand, status magic on real mages has to be accurate because it competes with the option of just going for straight damage.

11 hours ago, raics said:

Everything you can remove with Intimidate is a readied skill. Other effects can also remove Evade or Intercession, the way I think they did it is designating some effects as magical, so healing or buff spells will remove intercession, and everything else counts as physical so items will remove evade.

There will be some indirect changes to TK in 92c, minor debuffs will get more accurate in general, which will benefit him, and some skills you typically spam every turn with heavy units will cost less RT (like aegis, clones or fearful impact) so they will indirectly get a bit faster. Their magic is there just so they have something to do in the situations where they can't reach the enemy, their RT cost is low so you aren't slowing yourself down much even if you took a shot with low odds, you aren't supposed to use it over their melee attacks in general case scenario. On the other hand, status magic on real mages has to be accurate because it competes with the option of just going for straight damage.

 

Those are some good news right there. How long till the next patch?

42 minutes ago, Oblivão said:

Those are some good news right there. How long till the next patch?

It's a minor patch, so in a few days or something.

Hey raics!  Been lurking for a while now, but finally bit the bullet and registered an account here.  Currently on ch 4(N) of my very first ever (!) playthrough ever of TO:LUCT with your mod and have quite been enjoying it.  I have no direct frame of reference to compare with the original as I've never played it, but from everything I've read and understood, all of the changes are entirely much welcome.  Thanks also for the detailed damage calculator spreadsheet and manual -- those have been invaluable for trying to wrap my mind around the system in order to make some more informed decisions as a new player.

 

On 9/9/2018 at 2:45 AM, raics said:

...

There will be some indirect changes to TK in 92c, minor debuffs will get more accurate in general, which will benefit him, and some skills you typically spam every turn with heavy units will cost less RT (like aegis, clones or fearful impact) so they will indirectly get a bit faster. Their magic is there just so they have something to do in the situations where they can't reach the enemy, their RT cost is low so you aren't slowing yourself down much even if you took a shot with low odds, you aren't supposed to use it over their melee attacks in general case scenario. On the other hand, status magic on real mages has to be accurate because it competes with the option of just going for straight damage.

Also looking forward to those changes!  The more hybrid classes (spellblade/valk + TK) have definitely been challenging to gear and build, but in a good way.  I appreciate that I can set up a spellblade as a slightly worse fighter-type unit that also has access to some supporting magic (and maybe a lobber), but can also set them up as a slightly worse mage that can still stand in the front lines without melting to enemy attacks.  I was a bit conflicted on the terror knight myself...giving it a staff and gearing up for INT/MND made the status effects much more reliable, but that seemed to basically turn it into a really mediocre warlock (though sturdier, I guess!).  But on the flipside, giving it a 2-hander and gearing for physical attack made its damage comparable to the other frontline classes but now the debuffs had really piddling accuracy (~20%?).  That said I could also just be a bit underleveled, or perhaps could look into a way to apply spellstrike.  The "just having something to do when they can't reach the enemy" role of dark magic here makes sense, given that TK already has fearful impact as well as Lament of the Dead (which I haven't unlocked yet!) to really mess up the enemy's stats, but it would be nice if the dark magic could still do something a bit more reliably, at least get off some poison (not sure if poison cloud uses the same formula for determining whether the poison debuff is applied?).  I admittedly haven't used the shadowbreak skill yet, but I do like that idea as well.

 

My main conundrum at the moment is the Familiar class, which currently I only have access to through the Faerie race, as I won't get around to Pumpkin units for quite some time.  From what I understand this class had some issues in the original game as well, but I'm wondering what some intended role/usages of the class are?  It has access to divine magic and heals, plus boon of swiftness so it can definitely just serve as a cleric that has the added advantage of being able to float around as well as use spiritsurge.  The lack of major heal is even a bit of a non-issue since purify does essentially the same thing (better).  However the Familiar also comes with some exclusive skills which in theory seem pretty nice -- pumpkin strike and pumpkin pie, along with the 4 "kiss"-type skills, among others.  Pumpkin pie, for example, seems like it would be great to turn the tide of a battle, but I'm not really understanding how a familiar can go about getting the 100TP required to even use the ability in the first place, given that magic attacks wouldn't accumulate any TP.  I'm also not entirely sure what stats the damage of pumpkin strike would be based on (only read a few things about it).  I've tried giving my Familiar an instrument in an attempt at getting it to whack things to build up TP, but it was way too squishy to survive.  Things were a little better with a dagger + shield, trying to gear more for AVD, but even though survivability was better it still was doing really mediocre damage.  So for now my Familiar has been relegated back to healbot duty.

My preliminary guesses as to what is going on with these skills:

- Perhaps the Pumpkin variant of Familiars are simply better at getting into the fray and building up TP?
- Maybe I just need to wait until I unlock Tactician II, and just have the passive TP accumulation do it?
- Maybe the idea is to have TP accumulation from a different source, like somebody casting electrify on the Familiar?
- I could try giving it a 1H bow and having it (weakly) peck at things....??
- Or perhaps you just haven't gotten around to tinkering with this class?  Haha...

Anyhow, some clarification on the unit's intended role and usage would be elucidating, I think.  Another possibility that came across my mind is that for Faerie units, the idea is to learn the "Kiss" spells from Familiar and then transfer them over to the Rogue class (one of the few instances outside of lord/princess that I've seen skills that need to be learned elsewhere to be used in that class).  That still doesn't explain the pumpkin skills, though.

 

Speaking of heals, I know it's been mentioned that MND does have an effect on the amount healed but that it is relatively minor.  That formula isn't really represented in your calculator AFAIK so I'm not sure what the inner workings of it are (is there some sort of cap on the amount of healing? etc..), but it did seem from my experience that INT/MND really didn't affect heal amounts in any significant way, so I've currently just optimized my cleric(s) for RT instead.  Not sure if I'm on the right track there, just wanted to get a check of my understanding.

Right, I haven't been working on familiar much because the class should eventually get split into three, one for each race that has access to it, but that requires some major shifts from other classes I can't do before I have all battle data or we might end up seeing some real weird shit. So, it has the basic functionality but hasn't exactly been finetuned, currently it's a supporter with piddly stats which is mitigated by access to a ton of special skills and being a fairly attractive target gives it the TP to use them, we'll see what it ends up like. Most skills like pumpkin strike or vartan's windshot are affected by your attack damage, with a few exceptions like angel knight's Requiem which deals spell damage, so using a high ATK weapon will help but raising your weapon skill won't help a general skill (applies only to finishers, including finisher-like skills that necromancer and fuslier get).

Yeah, you really need a lot of mnd to raise the heal amount so it's better to just go for speed or durability. Myself, I like to take to the quote that a medic can never allow himself to be taken out because who will heal the injured then.

Thanks for the explanation, makes perfect sense!  Right now being a fairly attractive target leads most enemies to inflict the "dead" debuff on it, but the idea makes sense.  Actually, an AI gremlin Familiar that I encountered in a recent battle wielding a book + shield seemed like it was gaining a reasonable amount of TP so I can see how it would work.  Again, I'm a bit underleveled, so I'd imagine that is part of the problem.  (I had also somehow forgotten that gremlins can also be familiars, whoops!)

I must ask, what is the overall plan and details for splitting up Familiar from being homogeneous to being theit own thing per the three races that can use it? I am very curious about that aspect after reading that post.

49 minutes ago, Yarott said:

I must ask, what is the overall plan and details for splitting up Familiar from being homogeneous to being theit own thing per the three races that can use it? I am very curious about that aspect after reading that post.

Overall, we have a class with enough skills and item/spell access for three separate classes and it's easy enough to see which should go to fairies, which to gremlins and which ones to punkins. Since it isn't one class that can do everything anymore they will be able to get a bit more specialized and stronger at what they do, haven't outlined it fully yet but the faerie class would be light aligned with some ranged weapon options, gremlin would be a dark melee and pumpkin a neutral heavy melee.

"If the program reports ‘cannot open the specified PPF file’, that means there’s a size mismach between your ISO and the correct one. If the size difference is small, load your ISO in UMDGen, hit ‘Save’, pick ‘uncompressed (*.iso)’, wait for it to get rebuilt, then load the new one and try again. "

Had to do the added step.

Why did you change the patching method? Also, can we apply upcoming patches on already modded ISOs?

Update's really good btw.

17 hours ago, Oblivão said:

"If the program reports ‘cannot open the specified PPF file’, that means there’s a size mismach between your ISO and the correct one. If the size difference is small, load your ISO in UMDGen, hit ‘Save’, pick ‘uncompressed (*.iso)’, wait for it to get rebuilt, then load the new one and try again. "

Had to do the added step.

Why did you change the patching method? Also, can we apply upcoming patches on already modded ISOs?

Update's really good btw.

It's probably a better choice to use the patching method from moddb, you can use it on any iso version and it's perfectly fine to update an already patched one. With the patch I'm uploading here you need to keep a vanilla backup in proper size.

Dumb question, I have not played the original and have no idea if I patched it correctly, I followed the readme instructions. How do I know if I am playing the patched version of the game at the start?

5 hours ago, GamingFiend said:

Dumb question, I have not played the original and have no idea if I patched it correctly, I followed the readme instructions. How do I know if I am playing the patched version of the game at the start?

It's a fairly common question, the two things to look out for is Lanselot having golden armor at the start of the game and the other is being able to buy 1h/2h katana in shops, that means two main files patched correctly.

14 hours ago, raics said:

It's a fairly common question, the two things to look out for is Lanselot having golden armor at the start of the game and the other is being able to buy 1h/2h katana in shops, that means two main files patched correctly.

On 10/25/2017 at 0:17 PM, coffee potato said:

Sweet! Thank You for all the dedication to this thing man!

So random curiosity. Did You come across any signs that they had put in the damage carryover feature from the original for longer siege fights?

Thank you so much, I did indeed patch it correctly. Much easier than I expected. Can't wait to try it. I played the original a little bit and I remember getting the Terror Knight and becoming frustrating with him being so weak and quit playing. 

I registered to say thank you for this mod. It saved Tactics Ogre for me. I had bounced off this game so many times before, with my longest attempt making it just to the beginning of Chapter 3c, and ending due to a combo of dreary crafting, and the device I was playing on dying.

But with One Vision I finally beat the game, and am making my way through the alternate paths with WORLD and I'm loving it! I saved Neutral until last, because I have heard it is the weakest, and that the unit availability is poor, but I squealed with delight when I got Tamuz, and again when I learned Oelias can be a Priest. 

Are there any plans to change any other characters like you did Tamuz? I think it would be very cool to see other named-generics changed to demi-humans, or given access to some demi-human classes

Good to hear you like it. More demihumans might not be a bad idea, but I'd have to think of some way to edit warren report first.

I've encountered an issue .. but I'm not sure if this is actually a bug or not. Dispel can't seem to remove Renewal buff

Also... about Thrown weapons like Javelin, do they scale off STR or DEX stats?

Was it the only buff on the character?

It's dex for all ranged weapons, I'd note it on sidearms category description if it was str for thrown.

Oh true.  It must've been a Knight who cast Aegis, I forgot it also applies Fortify. 

How can you find treasure in this MOD? I walked over the 3 treasure tiles in Tanmas Hill, (3 pits) and nothing happens. My characters don't find any treasure.    :-o  ????

On 11/21/2018 at 2:26 AM, mercy said:

How can you find treasure in this MOD? I walked over the 3 treasure tiles in Tanmas Hill, (3 pits) and nothing happens. My characters don't find any treasure.    :-o  ????

I assume you tried to do it in training, if a guide lists the items that can be picked up during the story battle that's when you should do it.

9 hours ago, raics said:

I assume you tried to do it in training, if a guide lists the items that can be picked up during the story battle that's when you should do it.

Thank You! Finally I stepped onto one and got an item. The chars luck must have been high enough for that tile. Destroyable objects are Über-stupid however: 15HP barrel takes 1-2HP hits from weapons and Sparksphere does the same. Env. objects should be one-hit destructibles. I you were a developer on Steam I'd request this, but I understand you modify values, so its a lot harder. Thank You for your help! Now I know, how the secret spot system works.

1 hour ago, mercy said:

Destroyable objects are Über-stupid however: 15HP barrel takes 1-2HP hits from weapons and Sparksphere does the same.

There's a workaround of sorts, Warrior has a Squash skill that can instantly destroy any object on the battlefield, once you learn it you can use it with most strength-aligned melee classes.

Not many people request it because very few treasures are worth the effort, buffing them is a low priority goal because they're most likely a part of battle data and that's all over the place, but it should eventually happen.

Japanese UnDUB:

I got the Japanese ISO. Anybody tried to transfer the Japanese narration into the English version to replace the voice files? We have English subtitles so it would be like a proper JAP-voice anime with ENG-subs. I know it has been done with other games in the past, FFT maybe?

I certainly haven't tried, hard to say how hard would it be. I suppose it depends on the encoding that psp can work with, if file size can't be tweaked with bitrate there might be problems with maintaining the original iso size.

Hi a grateful TO mod user here. Game is great with reworked crafts and a ton re-balances.

Question: Paladin's classmark cannot be found anywhere. Not craftable, nor in shops (normal and Deneb's)

I am switching between routes to recruit characters. Just recruited Ravness and found no Paladin classmark for her.

Changelog claims every classmark will be available in normal shop. But no it does not happen.

Possible cause: I haven't unlock "real" Paladin Hamilton through the storyline. Is it?

Regards,

KC

Yeah, that's exactly it, once you get Lans you will be able to buy the classmark at deneb's

I'd like to say that you are doing an awesome work with the game and i'm having tons of fun replaying it.

I also would like to ask you if is it possible to give Hobyrim access to some special classes, especially Knight Commander?

I want to give him access to this class and maybe other, since its a shame he doesn't have his own special class.

I'd appreciate if you could send me the codes or maybe show me how can i do it. 

1 hour ago, Zanmato said:

I'd like to say that you are doing an awesome work with the game and i'm having tons of fun replaying it.

I also would like to ask you if is it possible to give Hobyrim access to some special classes, especially Knight Commander?

I want to give him access to this class and maybe other, since its a shame he doesn't have his own special class.

I'd appreciate if you could send me the codes or maybe show me how can i do it. 

Sure, I'll send you a pm with the KC code later.

3 hours ago, raics said:

Sure, I'll send you a pm with the KC code later.

Ty very much.

Hey
If I wanted to remove all Phalanx abilites from my game.
How do I do that?

Also is it possible to remove the 3-turn-Death-timer aka have your own units get removed from battle and lose a life instantly, when life drops to 0?
Would be nice.
 

Finally thanks again for all this great work.

It's fairly easy to do with a multiwrite CWC code that disables the skill for use by any class, I'll make one when I got time and send you a PM.

If death timers can be removed, I wouldn't know how to do it.

Hi Raics,

Thank you so much for making this amazing mod.

Was poking around the binaries using HxD, amazed you did all of this in a hex editor.

Regarding the inverted Elemental Aversions, do you have any pointers on how I could change that back to the originals?

I agree that mechanically the game becomes much deeper with your change, but I've always enjoyed role-playing mono-elemental teams - if it's not too much work, any help would be appreciated!

5 hours ago, nvekmauvia said:

Regarding the inverted Elemental Aversions, do you have any pointers on how I could change that back to the originals?

It would be best to make a CWC code, that way it will still work when I update. There's quite a few addresses to change and they're all over the place so it might take a while, I'll see what can be done.

Claws DEX change    

vs.

Dual Wield Berserker hunt

I'm hunting & capturing the "strongest" claw-wielding Berserkers at Tynemouth Hill, to later give them Dual Attack with 2 Claws.  However:

You changed claws to be DEX weapons, but unfortunately the vanilla game-code still handles claws as STR-requirement weapons giving enemy berserkers high STR with their Claws - as per vanilla gamecode. Problem is now with your change these High-STR berserkers with claws now got really weak opponents  and pretty useless with claws and they should be changed so the game dice-throws them High DEX scores too as a proper One Vision Claw Berserker.  

Currently all the best Berserkers wielding your DEX-Claws are High STR and Low DEX.  I was forced to hunt & capture a 90 STR two-handed Hammer-wielding Berserker, since hammers are still STR based and the vanilla game code properly gave the berrserker high STR low DEX.
Screenshots:

PPSSPPWindows64-2018-12-20-16-52-03-58.j

https://i.ibb.co/k1CmqLs/PPSSPPWindows64-2018-12-20-16-52-09-72.jpg

https://i.ibb.co/JcjfB9D/PPSSPPWindows64-2018-12-20-16-56-07-34.jpg

https://i.ibb.co/NVXW3My/PPSSPPWindows64-2018-12-20-16-56-53-29.jpg

https://i.ibb.co/b2nwh5j/PPSSPPWindows64-2018-12-20-16-57-27-57.jpg

https://i.ibb.co/88F43FQ/PPSSPPWindows64-2018-12-20-16-57-33-78.jpg

1 hour ago, mercy said:

Claws DEX change    

vs.

Dual Wield Berserker hunt

I'm hunting & capturing the "strongest" claw-wielding Berserkers at Tynemouth Hill, to later give them Dual Attack with 2 Claws.  However:

You changed claws to be DEX weapons, but unfortunately the vanilla game-code still handles claws as STR-requirement weapons giving enemy berserkers high STR with their Claws - as per vanilla gamecode. Problem is now with your change these High-STR berserkers with claws now got really weak opponents  and pretty useless with claws and they should be changed so the game dice-throws them High DEX scores too as a proper One Vision Claw Berserker. 

The game doesn't really give them anything, the way it works is this:

- The battle has a list of units with fixed racial templates, class, loyalty and alignment. There are battles where all units from the list are assigned, some where you always get several and the rest are picked randomly from the rest of the list and some battles where all are random. For example, those castle fights with reinforcements start with a very long list, some are fixed, some are randomly picked from the starter list and when the game has to spawn another unit it picks one from the reinforcement list.

- When they spawn the game assigns them a name from a list and a small amount of stat points at random on top of those their racial template comes with. Also, it checks their skills and assigns them gear according to their autoequip setting (same as your autoequip options on party screen) with some randomness, it won't always go for the best option if it can use multiple weapon skills.

 

So, what's random there is which units spawn but they're preset. The default lizardman template is 32str and 30dex, the warrior template has 36/30 and the rogue template is 32/34. so the best outcome for you is finding a battle where a dex lizarman spawns and run it a few times until he rolls 3-4 extra points in dex, but if the battle doesn't have that template on the list it will never happen. And ignore which weapons they have equipped, it doesn't matter.

When I get to adjusting battle data I'll also tweak which templates are on the list so you at least aren't getting warriors with a mage template. Some have requested to be able to recruit humanoids like lizards or fairies in certain towns and I'll do that if possible, you will be able to get the desired template easier that way and give them custom names.

Hello Raics,

In your efforts on this extensive mod, no doubt you have acquired significant knowledge of the game's data structures--their locations, field layouts, potential values, etc.  Long ago, I did some very minor dabbling in CWCheat with the game to patch perceived flaws.  Naturally, I am curious about how your mod works, but the knowledge I have preserved from what was available to the community back then does not allow for understanding of the finer details.  Maybe I just have not found the reports of later hacking/modding efforts.  Did you use some recent reference material in building your mod?  If not, have you compiled any of your knowledge of modding the game into a form fit for public consumption?

15 hours ago, Sparafucile said:

Did you use some recent reference material in building your mod?  If not, have you compiled any of your knowledge of modding the game into a form fit for public consumption?

There weren't really any, you're pretty much looking at all the modding effort that went into the game recently. My notes are too messy to be useful, unfortunately, I'll try tidying them up when all is done.

Hey Raics, haven't posted here in awhile but I've recently started up another run and the recent updates have been amazing. Loving Vyce being a teleporting ninja, and I've found a workaround for Berserkers and their frailty - SKELETON BERSERKERS! However, I was crafting a few robes for my casters and I noticed that a few of the elemental armor tooltips seem to be outdated or misplaced.

For example:

  • The mails and coats still say that they enhance elemental abilities (only resistances)
  • Viraat's Coat and Mail say that they enhance Earth elemental (should be Lightning)
  • Radiant and Fuligin Robes/Titania Mail say that they enhance resistance to the opposite element (the opposite element is the only one they don't resist)

Just slight nitpicks of an otherwise incredible mod experience so far. Thanks for the hard work!

 

Thanks, their stats show properly so I wasn't too concerned with it, but fixing descriptions is no trouble at all.

Hey, Raics. Fantastic job with the mod, first of all. All of the equipment modifications, faster Skill EXP, and quality of life improvements is a feat considering the numerous issues plaguing the original game (I can actually make some headway into the CODA now!). But if there's one thing that still bugs me really badly, it's the leveling system that the PSP version brought on. I'm fairly certain the answer is going to be a "no", given the amount of crazy ASM hacking I've seen on the Hacktics forum, but is there a way to attach levels to characters instead of classes? Grinding for 6 hours until it's 5 AM isn't what I would qualify as fun, personally. And I'm pretty sure asking about making classes alignment specific is crazy talk at that point, so I'll stick with my original question. Thanks for the hack, by the way!

9 hours ago, Pyre Of Word Salsa said:

I'm fairly certain the answer is going to be a "no", given the amount of crazy ASM hacking I've seen on the Hacktics forum, but is there a way to attach levels to characters instead of classes?

I'm afraid it is a 'no', you'd have to make room in character data to save experience and even restructure the save file so it records that instead of class exp.

Just some quick feedback now that I've finished my first dive into PoTD. I decided to invest in a few large-size units (a dragon, golem, and gryphon) this time and they've been really interesting to use so far.

The Dragon feels like a squishier knight who has AOE CC (mine's a Bahamut), the Gryphon plays like a pre-mod sparagmos rogue who can't dodge, and the Golem is a combination of walking wall and artillery. They have fantastic payoffs in terms of damage and reach, but they require a bit more micromanaging than human units due to their frailty (Gryphon), vulnerability to status effects (All), and the need to empower their finishers. 

Unfortunately, while the Dragon and Gryphon have enough agility (with Seal of Alacrity) to reliably hit half-leather clad units, the Golem can't seem to hit the broad side of a barn most of the time. My Iron Golem for some reason has around 40-41 less total agility (discounting base stat differences) than my Bahamut at the same level (34), and I'm not sure if that's intended since the class stat tables in the patch note PDF don't show much of a base difference between the two.

Depends which golem, some are stronger, some are tougher and some are more accurate and, well... dodgy, as much as a lump of clay or iron can be dodgy. But, even in the worst case it's nothing that a cast of acrobatics or ballistics won't solve, and your premier golemist, warlock, doesn't have access to those by coincidence and similar effects aren't exactly rare even if you don't have one.

Anyway, won't tamper with them further for the time being, there's something I'd like to try when I lay down the groundwork and if it works it would mean that something will happen to certain monster classes and I'd have to revise their stats all over again.

Thanks for the quick response, I've definitely been using accuracy buffs on my Golem at the start of each battle (Galvanize/Pixie Dance). I was just wondering why the difference between my Iron Golem and Bahamut's total agility was so large, because my Bahamut has only 10~ agility less than my Gryphon (disregarding the 11 base agility difference). The class stat tables have Iron Golem/Bahamut/Gryphon at 16/18/21 agility respectively, so either the difference in total agility between my Golem and Dragon is unusually large, or the difference between my Dragon and Gryphon is unusually small..

It isn't a bug if that's what you're thinking, I've stopped updating those stat tables because it kept changing too much to keep track of. Gryphon gains 3,8 agi per level and dragon gets 3,6, the least agile is baldur golem with just 2 agi per level, however, golems gain more dex than dragons or gryphons (it's the opposable thumbs thing again) to help with their artillery role and that also contributes to accuracy. When you tally it up, baldur golem gains 3,8 accuracy per level, a dragon gains 4,4 and a gryphon is at 4,8. Clay golem is even a bit more accurate than dragon at 4,5 per level.

Ah, okay. That makes sense..I was beginning to think I patched my ISO wrong or something. Thanks for the confirmation!

Thanks raics for breathing new life to my favorite game. :) I now wait for official release to to enjoy whole new round of play with your mod.

I have some suggestions and questions.

I think that vanilla game give level requirement for most of unique weapons too high. If player drive down PotD in first playthrough, most of items in that dungeons would not usable until player play game in post-game world mode (most of them seem useless due to requirement too high to be anything but item collection). This also true to last unique weapon in story mode (Brynhildr) which if player plays without level grinding, it could not using against final boss. I think most of unique equipments should have level requirement reduce by -10. As they are unique, could not spam, I think they may not effect balance that much.

 

In vanilla game, I feel like PSP version seem to neglect to add content or new recruitable character in chapter 3C (it has no unique character that you not gain on other part in original SNES version due to balance reason as player not lost Arycelle like in chapter 3N) while now we have long list of recruitable characters in chapter 3L and 3N. I think mod should add option to recruit Jeunen in that chapter and Occione later in chapter4.

 

I think baldur golem should have better magic resistance and deal better damage to undead due to they are made of baldur. If possible, player should able to access to damsc golem from CODA as well in same sense as weapons grade escalation in vanilla.

 

I don't know this is good idea or not but I think each classes should have 1 skill which should able to transfer to other classes of similar category. It is how I feel so weird in vanilla that I could not transfer phalanx to white knight or terror knight although they are also knight in heavy armour.

 

There are some sidequest battles which involve resurrecting NPCs to complete sidequest and recruit character (Quadriga sidequest in chapter 3N, Cressida sidequest battles in Bahamulsa and Golyat of chapter 4C). I still not yet see any example of these battle when play in One Vision Mod on youtube. Would changing resurrection to evacuation still make Tamuz, Chamos, Phaesta, Cressida recruitable or not?

 

What is the difference between unique characters and generic characters in One Vision mod apart from some unique characters' ability to access unique class? How much you nerf their RT modifier? Now their RT different is minimal? Or not different at all?

8 hours ago, Suppanut said:

I have some suggestions and questions.

The requirements for most endgame weapons are already lower and no items requires level above 40, in general the first endgame crafting books (like The Blade) will cover levels 24-27 (those can also drop from enemies), enchiridions go from 28-30 or 32 and unique gear covers the range from there to 40. The unique gear scaling is also standardized so the best weapon in class is always a set percentage stronger than its damasc equivalent and it isn't a huge increase, you will probably want unique weapons for their added effects more than raw power.

Character recruitment and adding new cutscenes is a lot harder than what I've been doing so far, I'd like to if possible but can't promise anything.

There are some things planned for monster units which will make this irrelevant, added damage to undead wouldn't be possible anyway with the way things are currently set up.

That's something unique classes do, and more of them can transfer skills from other classes now, for instance Ranger can use booby trap and KC can use fearful impact. There has been talk about that one and considering you can bring 12 units into battle I feel it isn't as important to set each one up to cover multiple roles, like in FFT, instead you bring a diverse team and sharing too many abilities would make generic classes less distinct.

Tamuz, Chamos and Phaesta can just be evacuated, which is even better. Units that have a dialogue trigger (Cressida or Oelias), however, have to be resurrected using the crafted evac stone so they can say their lines before leaving, bear in mind that stone will remove the unit that used it from the battlefield as it renders it unfit for battle.

Same as vanilla, special units are better stat-wise and some have access to advanced classes, however, they're more uniformly better so Phaesta will be roughly equivalent to Sara (actually slightly better to account for Sara maybe picking up some stat cards along the way), and fully unique units like Cistina or Ozma will also be roughly equal but better than Sara, the RT difference is still there but is much more modest and also more uniform. So, a team of special characters will be stronger, but not enough to outclass a team of well picked generics.

57 minutes ago, raics said:

The requirements for most endgame weapons are already lower and no items requires level above 40, in general the first endgame crafting books (like The Blade) will cover levels 24-27 (those can also drop from enemies), enchiridions go from 28-30 or 32 and unique gear covers the range from there to 40. The unique gear scaling is also standardized so the best weapon in class is always a set percentage stronger than its damasc equivalent and it isn't a huge increase, you will probably want unique weapons for their added effects more than raw power.

Character recruitment and adding new cutscenes is a lot harder than what I've been doing so far, I'd like to if possible but can't promise anything.

There are some things planned for monster units which will make this irrelevant, added damage to undead wouldn't be possible anyway with the way things are currently set up.

That's something unique classes do, and more of them can transfer skills from other classes now, for instance Ranger can use booby trap and KC can use fearful impact. There has been talk about that one and considering you can bring 12 units into battle I feel it isn't as important to set each one up to cover multiple roles, like in FFT, instead you bring a diverse team and sharing too many abilities would make generic classes less distinct.

Tamuz, Chamos and Phaesta can just be evacuated, which is even better. Units that have a dialogue trigger (Cressida or Oelias), however, have to be resurrected using the crafted evac stone so they can say their lines before leaving, bear in mind that stone will remove the unit that used it from the battlefield as it renders it unfit for battle.

Same as vanilla, special units are better stat-wise and some have access to advanced classes, however, they're more uniformly better so Phaesta will be roughly equivalent to Sara (actually slightly better to account for Sara maybe picking up some stat cards along the way), and fully unique units like Cistina or Ozma will also be roughly equal but better than Sara, the RT difference is still there but is much more modest and also more uniform. So, a team of special characters will be stronger, but not enough to outclass a team of well picked generics.

Thank you for quick response. :)

Is it possible to turn all those celestial songs special attack skill of divine knight/ethereal vision (poigeint melody, day of reckoning, etc) into part of "art of war" command skill like other songs? Would it be good idea to do that?

4 hours ago, Suppanut said:

Is it possible to turn all those celestial songs special attack skill of divine knight/ethereal vision (poigeint melody, day of reckoning, etc) into part of "art of war" command skill like other songs? Would it be good idea to do that?

It isn't possible, there's no more room left in spell index table, this is as many as we can have.

I absolutely love my three Liches acquired at the Graveyard. They have no necromantic powers yet.  Of course they have to be protected and aren't really good for the Fortress quest series of fights, when directly assaulted by the enemy, but still very promising. I love their sheer destructive power, especially with the Spellcraft buff and how they can make the enemy vulnerable to Fire & Ice.  IMO this game with the super long story-line beats most current RPGs: Divinity OS2Def can't even come close.

In what game do we have amazing functions like Save Anywhere at Any Second and reload Inifinite number of Save States?  Also the cheat system of PPSSPP is amazing. Without losing valuable real-life time I can bring low level classes up to speed in a fraction of time, compared to the endless grinding in vanilla that would destroy my valuable time.

Liches are probably my second favourite caster class in this mod for their ability to teleport alone, since it allows them to scale most terrain alongside my rangers/ninjas/rogues. Their Reflection ability also synergizes really well with the light-armored classes since they're the usually the prime target for spellcasters. But if you think Liches are amazing, the Astromancer will blow your mind. I just unlocked him and by god is he the most independent caster in the game. Amazing HP/MP sustainability, ridiculous re-positioning ability, and he can apply magic vulnerability in a large area - all this without taking up a combat action. Granted he comes pretty much near the end of the post-game content, but One Vision and Raics have made him absolutely worth the wait.

Hi, 

I'm having a lot of fun playing your mod. However I have a lot of ideas I wanted to try on LUCT once I finish it. 

Can you share the pointers if I wanted to Hex edit it myself? Have you thought about creating a tool to edit LUCT, so you could grow a hacking community for this game?

Thank you a lot for this mod, as I said, having a lot of fun.

2 hours ago, zoiwillxx said:

Can you share the pointers if I wanted to Hex edit it myself? Have you thought about creating a tool to edit LUCT, so you could grow a hacking community for this game?

I could, but my notes are too messy to make much sense of, can't see myself trying to tackle tidying them up before 1.0 release. I'm no programmer so making an editing tool would be too much and the battle data is a bit hopeless too, as there's no pattern to it.

3 hours ago, zoiwillxx said:

Can you share the pointers if I wanted to Hex edit it myself? Have you thought about creating a tool to edit LUCT, so you could grow a hacking community for this game?

If you use an application like Beyond Compare (ensure Rules > Comparison > Alignment: None) to compare the extracted contents of the LUCT game's ISO against the One Vision mod files, it is easy to see that almost all of raics' changes are in the 03E8.bin file.  From looking at the changes in the other edited files, I assume those are mostly to modify sprites, portraits, and text in various cutscenes.

After a recent post from raics, I spent a few days slapping together a bare-bones application that let me read the full list of equipment records from both the LUCT and One Vision 03E8.bin.  This allowed me to greatly increase my own understanding of the equipment records which I used to update portions of my semi-public repository of TO:LUCT data hacking which is linked below.  My app is still very rough--it currently can only view a table of that one type of record, not even make changes and save them--and I used the opportunity to finally try out developing for UWP, which means I can't exactly just give it to you to play with... though I could publish the source, I suppose.  If raics does get around to publishing his knowledge, I may write (or at least collaborate with other developers on) some type of editor for at least portions of LUCT's 03E8.bin.

By the way, raics.  After my recent study of your changes to the 03E8.bin file, I think I could write an editor that would give you almost full control over item/spell names and descriptions; it looks as if, as long as the total length of the entire block of text strings is constant, you may be able to change the individual lengths of the names and descriptions at will... well, with great difficulty by hand.  Would you be interested in such a utility?

Anyway, zoiwillxx: my TO:LUCT hacking reference.  On the Equipment tab, the sidebar has info that may jumpstart your own hex editing.  Note that various record lists are proceeded by a 16 byte header, starting with "xlce", that contains the count and size of the records.

Thank you so much for that, I'm digging through everything you sent me. I am really grateful. 

I hope you and raics could collaborate to create a tool that could benefit not only raics to finish and update his mod as well as helping others to make their own mods for LUCT. 

31 minutes ago, Sparafucile said:

By the way, raics.  After my recent study of your changes to the 03E8.bin file, I think I could write an editor that would give you almost full control over item/spell names and descriptions; it looks as if, as long as the total length of the entire block of text strings is constant, you may be able to change the individual lengths of the names and descriptions at will... well, with great difficulty by hand.  Would you be interested in such a utility?

It would be nice to have for sure but I'm mostly done with renaming stuff so it wouldn't be really necessary at this point, especially if it's tricky to make one and use it. Dunno if it's an issue, but would the editor be able to preserve backwards compatibility? Where I had to change the length of names it was done in a way that would allow you to still use the mod on original hardware if anyone wants to for any reason.

For any future projects cracking it would probably be a must, it was extremely annoying to be restricted by it.

7 minutes ago, raics said:

It would be nice to have for sure but I'm mostly done with renaming stuff so it wouldn't be really necessary at this point, especially if it's tricky to make one and use it. Dunno if it's an issue, but would the editor be able to preserve backwards compatibility? Where I had to change the length of names it was done in a way that would allow you to still use the mod on original hardware if anyone wants to for any reason.

For any future projects cracking it would probably be a must, it was extremely annoying to be restricted by it.

I will do a test to see if my idea actually works and get back to you.

Cressida necromancer Undead Army building

Leveling up Cressida at the Pirate's Graveyard. I noticed the first map has excellent Phantom Sorcerers(Lvl. 22), who have spells like: Sylphide and Gnome.
I have never seen these spells so far:
The whole point of me wanting to recruit these powerful wizards was to get these spells I noticed they use in battle. So I could get my first powerful undead mages. But, NO. Upon recruiting them with Master undead, then winning the fight, the game instantly rids them of these two spells, giving me a watered down, simple phantom sorcerer.  WTF is the point in getting them???!  Whose idea was this?

3 hours ago, mercy said:

WTF is the point in getting them???!  Whose idea was this?

Not mine. When you recruit a unit you don't get all skills and spells it has, no idea why but I assume it's because skills are extremely grindy in vanilla and high level spells are hard to get, they likely didn't want to trivialize getting them and demean your efforts up to that point.

Anyway, it's something I can't change yet. You can buy those spells at deneb's or potd shops after you kill the last boss, I'll probably make them available earlier though, probably during chapter 4 when you get access to damasc gear.

Patriarch is not on the lizardman's class list. Bug?

5 hours ago, raics said:

Not mine. When you recruit a unit you don't get all skills and spells it has, no idea why but I assume it's because skills are extremely grindy in vanilla and high level spells are hard to get, they likely didn't want to trivialize getting them and demean your efforts up to that point.

Anyway, it's something I can't change yet. You can buy those spells at deneb's or potd shops after you kill the last boss, I'll probably make them available earlier though, probably during chapter 4 when you get access to damasc gear.

Thank You!
The developers should have solved this by allowing players to keep what they earn as mighty trophies. Making the player feel empowered is very important for fun. Then they should have found a way around the problem you described: like each captured phantom gets a Clan Mark that prevents it being transformed into zombie then human, so salvaging their skills becomes impossible. Maybe the Clan Mark could have given the captured phantom sorcerer a one time protection against destruction by banishing them from the battlefield, sending them back into the army roster. So in the next fight they are available.

1 hour ago, mario2000 said:

Patriarch is not on the lizardman's class list. Bug?

No, each of those three classes is available to two races, lizards and skeletons get hoplite, lizards and orcs get jugger, lamia and orcs get matriarch/patriarch, humanoids have 6 classes total and other creatures, like ghosts or gremlins get 4. Lizards don't have good caster stats so their access to magic is poor, with dragoon being the only class that can kinda use it, orcs are roughly on par with humans in magic and are much better suited for a beefy caster.

There will be some changes in next minor patch that should (eventually) untangle the mess with familiar class.

k...cuz I  managed to recruit a lizard patriarch and was wondering

2 hours ago, mario2000 said:

k...cuz I  managed to recruit a lizard patriarch and was wondering

Yeah, you can see quite a few races in classes they can't normally use, it will be that way until I fix it in battle data and it's a ton of work so I changed class availability early to get some feedback before the long haul.

ah, gotcha

Hello everyone, new user here.

Just downloaded the mod yesterday and I'm honestly having a blast with it. I'm actually surprised cause being a fellow modder i'm usually VERY picky about gameplay changes, but most of what i've read in the changelog or experienced myself makes an enormous amount of sense. So far i've played up to halfway trough chapter 1 and i've loaded a endgame save with all weapons obtained through cheats.

As for the feedback, so far major props to:
- Almost everything in the global changes section, from RT to equipments. Heck, almost every balance-induced change
- Outright removing "mandatory passives" like strengthen, spellcraft, anatony, switftfoot and so on
- Outright removing ability to use scrolls.
- Added/new effects to spells and equipment. Changing resurrection to "save the npc".
- The FFXII tribute with cursed weapons, lol.

Cons
- Sprite changes/portrait changes. Mixed feelings about some of them but overall a con. For example the minor changes to Deneb and Lanselot are ok, I can live with Donnalto but it's mostly up to personal preference and Sara, Voltare and Rudlum are a big no for me. It's onestly a pity that the amazing work done on the balance side has to be penalized by purely cosmetic changes of all things. Seeing how you're also having difficulties with cutscenes and whatnot, I heavily suggest to revert all of them for the mandatory balance patch and make an incremental patch (that can be applied on top of the balance changes) for the new sprites. It looks like a win-win situation for me, cause you'd have way less work to do before you can release 1.0 with balance changes only, less bugs and better reception by making a (seemingly) controversial change optional.

Bugs
- You already know about the "nothing" skill Canopus and others still have
- A few on hit skill have a bugged/placeholder description "process_type_xxx" like RT increased, - 0 HP/TP/MP

That's it for now. Really looking forward to future releases, i'll probably say more when i have a better understanding of all the other changes i still don't know.

Is it possible for mod to allow San Bronsa ruin to able to access post-game without CODA (so it could access in N-route in first playthrough)

3 hours ago, Caledor said:

...

Thanks for the feedback, it's especially interesting to hear from fellow tinkerers.

Sprites are indeed somewhat of an issue, as I've seen enough players asking for another version with default sprites for donnalto or rudlum, most commonly, and very few have problems with minor changes to deneb (red shoes on a witch are pretty iconic after all), voltare, lanselot, warren, gildas or vyce. Not that easy to solve, though, as enough people also like new sara or donnalto so I'd have to maintain two versions of the mod, and that's a bit too bothersome to do before final release. Maybe there's a middle ground somewhere as I've seen barely any requests to revert the named generics to change their sprites with class again, so it's just a matter of getting the right fixed sprite for the character.

Donnalto - probably the most controversial one, some love it and some hate it, can also break immersion by reusing an endgame portrait. could be reverted to his default, a bit of a problem with it is it isn't too different from a regular cleric, you just get a bag of different color with palette swap as it's mostly black

Felicia - the cleric sprite is fine, but also has a portrait issue like donnalto, she could use a normal cleric portrait

Sara - some like this combo a lot, as the blademaiden sprite looks a bit like orson from knight of lodis. She could be locked to female rogue instead as arycelle has the dibs on archer sprite, I could have her recruited as an early rogue too

Folcurt - saw some complaints that he looks a bit on the big side but the sprite and color scheme is also spot on for his portrait so his new look is fairly easy to get used to

Dievold - terror knight sprite barely changes, this is pretty much the only one you can spot easily

Oelias - her clothes don't match the portrait as well with this palette but hair does, it's the opposite for default so this is a lose-lose situation, best solved by editing the clothes on her portrait when it becomes possible as her hair is supposedly kissed by fire and brings good luck, the night is dark and full of terrors

Rudlum - heard it often enough to revert it, some like to have a playable templar but the warlock sprite looks pretty good

Ehlrig - the sprite is ok for a pirate captain but he has the same portrait issue as donnalto and felicia, could be changed to a normal beastmaster portrait

Chamos - some wanted an all-black ninja, his portrait would end up on ehlrig so that could be a good option

42 minutes ago, Suppanut said:

Is it possible for mod to allow San Bronsa ruin to able to access post-game without CODA (so it could access in N-route in first playthrough)

Sadly, I don't think it will be possible anytime soon, I know next to nothing about campaign structure.

Strange, i thought it'd be easy to make an incremental patch with only the cosmetic changes in it.
Anything about the "process_" description bug btw?
Also, i noticed that you didn't "finalize" the renamed classes... the new names end with spaces (can be seen from the class description, there are spaces between the name and the ":"), in case you didn't know it. There should be a pointer or a value somewhere that enforces the length of the name.

Oh and could you please upload all the documentation you've gathered so far? I really don't care how messy it is, i'd just like some pointers to tinker with the data myself, so literally anything works lol

1 hour ago, Caledor said:

Strange, i thought it'd be easy to make an incremental patch with only the cosmetic changes in it.
Anything about the "process_" description bug btw?
Also, i noticed that you didn't "finalize" the renamed classes... the new names end with spaces (can be seen from the class description, there are spaces between the name and the ":"), in case you didn't know it. There should be a pointer or a value somewhere that enforces the length of the name.

Oh and could you please upload all the documentation you've gathered so far? I really don't care how messy it is, i'd just like some pointers to tinker with the data myself, so literally anything works lol

Which process description bug?

The thing with changing sprites is I then have to hunt down every cutscene where that sprite appears and change it too, done it once and I'm probably not doing it again in a hurry. The game is sometimes strangely constructed, as if they tried to make things hard on themselves intentionally.

I left the names with empty spaces like that intentionally for the time being, as long as I'm still changing things I might change it again and forget to set the length back, empty spaces are much preferable to things getting cut off, I'll go through it once I'm done and fix everything.

Sorry, I don't have anything now that would make much sense or notes as such, there's something on page 19 that Sparafucile was working on that might be useful.

Got it, thanks.
Here's the bugged descrption btw (same for -0 TP and MP and maybe for something else)

ULES01500_00001.png

15 minutes ago, Caledor said:

Got it, thanks.
Here's the bugged descrption btw (same for -0 TP and MP and maybe for something else)

Ah, right, that was never intended to be a weapon effect so it has nowhere to pull the damage amount from to use in the description. It would probably be safe to replace that tooltip with something like 'Additional hit', 'MP damage' and such, though.

ah, so it's a secondary hit effect and HP TP MP is what it damages with the second strike.
Btw, i forgot to mention the change to Meditate's animation before. Was it itentional? There's no sound nor particle effect

24 minutes ago, Caledor said:

ah, so it's a secondary hit effect and HP TP MP is what it damages with the second strike.
Btw, i forgot to mention the change to Meditate's animation before. Was it itentional? There's no sound nor particle effect

Yeah, each is technically a separate effect, but the parameters can vary to an extent, for instance doublehit and additional percentage hit are the same effect with different parameters.

It was intentional, the change was made while meditate was something you spammed every turn to make it less tiresome.

Hey Raics, just a quick bit of feedback. I finally got around to completing CODA 4 (and the One-Eyed Knight Slayer title) and I feel that Balxephon's personal weapon is kinda underwhelming for how late you get it. It's basically a 1-handed spear that requires both hands to wield, but doesn't seem to have any unique advantages over using conventional 1-handed or 2-handed spears. If I needed a fast, lower RT spear I'd just use the 1-handed variant while retaining the ability to equip an offhand weapon or shield.

2 hours ago, Rucession said:

Hey Raics, just a quick bit of feedback. I finally got around to completing CODA 4 (and the One-Eyed Knight Slayer title) and I feel that Balxephon's personal weapon is kinda underwhelming for how late you get it. It's basically a 1-handed spear that requires both hands to wield, but doesn't seem to have any unique advantages over using conventional 1-handed or 2-handed spears. If I needed a fast, lower RT spear I'd just use the 1-handed variant while retaining the ability to equip an offhand weapon or shield.

Yeah, it's using the 1h atk calculation by mistake, I've fixed it in my current version.

Feedback/questions part 2

- "The goddess" scorned and unleashed weapon names are too long to fit in the equip screen. Also, where do they come from?
- We could really use to revert some staves to one handed and maybe add Darkness grimoire as a counterpart to the Gran Grimoire (seeing how much you like references, the Fire Emblem saga has tons of material for grimoire names, especially dark ones). AKA i think we really need more one handed options for mages.
- [...]coat and Mail body armor desperately need some unique effects now that they lost their +element bonus.
- Fusils are completely devoid of effects, be it racial bonuses, on hit, or on use. Any reason why?

The goddess sword originally comes from a book, it was then implemented in Path of Exile (which the author generously supported) as a trio of swords but the idea later had to be scrapped after the game got restructured and it's currently two swords and an offshoot, it's mentioned in the readme. It was a good idea originally and I'm keeping it in as a homage of sorts, they're also fairly close to specs in function, for instance the first sword is heavy but costs no RT to swing, which is mentioned in the book, the second one has no physical damage component and pretty much disables casting and the final form is a hybrid weapon with a unique ability similar to its original effect. The names look fine in item list and when you equip them so it isn't much of a problem.

The point of something+board casters is you want to use a shield to be more durable, not to have whatever a 1h handed weapon offers, I can't have it compete in raw power with the 2h option in any way. More books would be nice but the item table is currently topped out, can't fit a toothpick in there and there aren't nearly enough books to cover the progression and also endgame options.

Coats and mails are strong defensively and can make you really resistant to an element with a focused setup but they could use something, got that one noted in longterm list but don't have anything good currently.

Two reasons, fusils don't really need it, and they're also a 'tech' weapon so they intentionally have nothing unnatural going on, as the Balboede are mentioned to be uncomfortable with magic.

New favorites: 

  • The surprisingly amazing Hydra with its six awesome special attacks!
  • Cressida and her undead - I can't wait until her servants are destroyed in one hit!
  • The best fun-feature of this game: Deneb and the top-notch writing job on her dialogues!!!!  I'm inspired, I must create a female chick, like Deneb, in our game too.

Reached end of chapter 3, i'd like to hear your opinion about the following

- I'd consider giving back boulder throw to the flying beasts. Maybe by boosting the dragons to have the 6 range one and give the 2 fliers the 4 range one. I think it really hurts them to be left without a ranged attack altogether.
- Familiars have special skills both divine and dark but can't use dark magic at all (despite being able to use the other elements). I find this strange, i think the debuffing Dark magic suits them well, especially for the Pumpkin variant
- Rampart Aura feels a bit too exclusive. I think all the classes that are capped to RA I can affort the boost to II and TK can get up to 3.
 

2 hours ago, Caledor said:

Reached end of chapter 3, i'd like to hear your opinion about the following

- I'd consider giving back boulder throw to the flying beasts. Maybe by boosting the dragons to have the 6 range one and give the 2 fliers the 4 range one. I think it really hurts them to be left without a ranged attack altogether.
- Familiars have special skills both divine and dark but can't use dark magic at all (despite being able to use the other elements). I find this strange, i think the debuffing Dark magic suits them well, especially for the Pumpkin variant
- Rampart Aura feels a bit too exclusive. I think all the classes that are capped to RA I can affort the boost to II and TK can get up to 3.
 

Flying beasts have enough advantages as is, and they're a bit anatomically inadequate to toss rocks.

There's something I have planned for familiars, their current setup is just for compatibility.

I think it's a good thing, it gives tanks a selling point in endgame when strong damage dealers start edging out.

Waiting for v1.0.

Started playing measly FF Tactics with its weak story writing - compared to Tactics Ogre, until Vision v1.0 arrives.

Any news about next release?

3 hours ago, Roryn said:

Any news about next release?

Actually, yes, it was supposed to be this evening so that's quite a nose you got carrying that monocle, sir.

The version 0.93 is up on moddb, there are some problems with the version I'm uploading here so it will most likely be up tomorrow.

Absolutely loving the Warden class so far. However, Pumpkin Strike/Crystal Pumpkin seem to use spell hit for accuracy (only Spellstrike increases their hit rate) even though their damage scales with physical stats. Is that intentional (to fit the class's hybrid nature)?

Also, holy crap are non-holy/dark dragons and octopi really evasive towards projectile spells now. ~50-59% chance to hit in clear weather, 30-39% in blizzard/rain.

It's semi-intentional, as it's the lesser evil out of very few choices, and it kinda makes sense.

High spell evasion is a side effect of sorts, as their avoidance scaling is different from humans, this probably doesn't fit their archetype that well so it will likely get tweaked later.

Hi. 

Is it possible to change the player faction color? Green is so boring.

  

1 hour ago, Zanmato said:

Hi. 

Is it possible to change the player faction color? Green is so boring.

  

I don't think so, unlike portraits, it isn't specified anywhere which faction uses which palette so it's likely hardcoded.

That is too bad, i'd love to use dark purple or red colors. Anyways ty for the fast response.

I found a bug, the Silver Brand (1h sword) shows as a 2h sword on the item menu. Looking at the tooltip it says 1h but when equiped it works as a 2h sword.

Sword.png

53 minutes ago, Zanmato said:

I found a bug, the Silver Brand (1h sword) shows as a 2h sword on the item menu. Looking at the tooltip it says 1h but when equiped it works as a 2h sword.

That's no bug, the 1h sword sidegrades are bastard swords. They still use the same skill but require both hands, not quite as strong as a real 2h sword but it's lighter and faster, can be handy if the class is already sturdy so it doesn't really need a shield and you want a bit of extra damage.

Sorry, my mistake. xD

Anyways its a nice addition.

 

What do you think about letting classes use any kind of weapon or at least lessen some weapon restrictions, for the sake of customization and fun.

You did an awesome job with the game, all classes really feel unique and useful, but we already have many limitations with passives and action skills to distinguish one from another, i don't think the weapon restrictions are necessary.

For example, i don't see why a Knight wouldn't be capable of using 2h greatswords, or even 2h katanas if they have learn it from the warrior class. I know some combinations won't be as effective, but it is nice to have the option and i think it adds fun to the game especially because of the finishing moves.

 

It's about expectations, when you see a knight you're expecting him to be annoyingly tanky and hit not as hard as a terror knight or swordmaster, if I lower his stats so he doesn't do as much damage with 2h weapons, then he will do less damage with 1h than, for instance spellblade, and that isn't good. And it's the whole purpose of a knight, you're using that unit so you could have something that will always be standing and shield others, using 2h weapons goes against their core concept. Weapon restrictions are also a part of the overall balance, some classes don't have access to powerful weapons because that would make them too strong, a good example for that is warlock that would kick too much ass with his dragon magic if you let him use a 2h axe or hammer, and some have access to a lot of weapons because they're very specialized otherwise, like dragoon or beast tamer, so it expands the class a bit.

I could extend the weapon choices into similar weapons where it makes sense, though, rogue or warlock don't have access to 1h swords because they're dexterity classes but maybe I should just let the player make the wrong choice if he wants.

I personally believe that limited weapon selection greatly benefits both the tactical and role-playing aspects of the game. Limiting a class's weapon selection allows each class to have its own distinct place on the battlefield, and encourages the player to use a wider variety of classes to fit their tactical needs. Having a distinct set of equippable weapons also helps to define each class's role-playing identity; Swordmasters favor bladed weapons, Spellblades prefer more refined weapons (swords/spears/staves), and Ninjas use more exotic arms such as fists and katanas. Not to mention the fact that there already is a class that allows you almost unlimited customization in terms of abilities and weapon choices - The Lord.

Something like that, I've been doing a bit of thinking today and most weapons that make sense for each class seem to already be available. If I, dunno, gave spellblades more bladed weapons as in daggers or 1h katana it wouldn't really do that much for them.

12 hours ago, raics said:

It's about expectations, when you see a knight you're expecting him to be annoyingly tanky and hit not as hard as a terror knight or swordmaster

Yes, but in the knight class description it says "a capable defender and strong attacker", so i would expect a knight to also have a good offensive power, thus making sense for him to use 2h weapons to go more offensive, same with Terror knight, that should also be able to use 1h and shield, since they are suppose to weaken enemies and "be a wall to enemy advance".

Also as i said before, you did a really good job distinguishing classes by changing skills/passives and magic, i just think some weapon limitations are not necessary, like i mentioned above, since it fits the class archetype and probably won't affect balance too much.

12 hours ago, raics said:

I could extend the weapon choices into similar weapons where it makes sense, though, rogue or warlock don't have access to 1h swords because they're dexterity classes but maybe I should just let the player make the wrong choice if he wants.

I think its a good idea. Yeah some wouldn't make sense stat wise, but i would still like to have the choice even if it is the wrong one, plus stats can be increased and you can max any stats if you really want to put time into it.

I guess FFT spoiled me too much, i love that game customization :D

 

 

Anyway, I would like to thank you for the awesome work you have been doing with TO, i'm having a lot of fun playing it(even without my 2h knight named Wallace xD).

24 minutes ago, Zanmato said:

Yes, but in the knight class description it says "a capable defender and strong attacker"

Yeah, I think they switched that around, should be 'strong defender and capable attacker', and they're pretty capable, just not amazing and I don't think they should be.

The customization in this game happens on a different scale than in FFT, over there you got a 5 man squad of versatile units, here you got a 12 man squad of more specialized ones so there's no need for every class being able to do everything. I've been asked fairly often 'why are spellblades weak' or 'what should I do with my warlock', as the classes whose role isn't as clearly defined tend to stand out a bit.

It is understandable, anyways i forgot we also have white knights and Paladin that can use 2h swords which should be a better version of knight.

I wish we had an evil/dark tank option, like the terror knight, but more focused on defense

6 hours ago, raics said:

I've been asked fairly often 'why are spellblades weak' or 'what should I do with my warlock', as the classes whose role isn't as clearly defined tend to stand out a bit.

I'm sorry, Raics

But Spellblade is really, really bad

No clue who said that about warlock though, they're very capable and very intuitive to use.

I personally used my Spellblade as an MP battery for my casters (Spellcharge), and as an enabler for weapon procs on my frontline/scout units (Fated Circle). Many of the postgame enemy-only units are pretty damn bulky/evasive, and having a 100% chance to Fear/Stop/Slow them with just weapon procs is really useful. Units using inaccurate weapons like Barbarian Swords really appreciate the Surestrike buff to help them get their TP generation rolling, and buffing ranged units with the occasional Flame Fusion helps them reliably snipe enemy Rogues or Wizards that are just out of reach for the Spellblade.

I was thinking... Would it be possible to put each class active skill on Arts of War, as you did with ninja and swordmaster and make it learnable with scrolls or something, while keeping the restrictions?

10 hours ago, Zanmato said:

I was thinking... Would it be possible to put each class active skill on Arts of War, as you did with ninja and swordmaster and make it learnable with scrolls or something, while keeping the restrictions?

No, only the first X ability slots are indexed in the spell list and there's no room left for more.

Hi raics, thank you for your continued work on this mod. I've been playing it for some time now and I really enjoy it.

Here is some feedback and some questions and wishes for the future:

1. The charm debuff wears off immediately at the start of the unit's turn. I have tried using it in different circumstances, and the result is always the same. Is this a known bug? I have not noticed it happen with other statuses.
2. stun disables mind's eye (this might be the case in the original as well, not sure).
3. the slow in sludgebind does not increase rt like a normal slow spell would.
4. floating units can stop onto water tiles and poison, but not lava. I know it's not a big deal, because there are not as many lava maps, but would be nice to have for consistency sake
5. How do burst spell work exactly, what is their formula? I have tried using them with different units, but they always seem to be much worse than just attacking with the equipped weapon, or casting a (low tier) projectile spell.
6. End game classes (buccaneer, and paladin and astromancer in particular) seem waaay overpowered and simply better in every regard than any other similar unit. I understand that they are meant as a reward to the player for making it that far in the game, but they make classes such as knight and wizard pale in comparison.
7. In the previous version, pumpkin bomb exploded bushes and other obstacles, but this seems to have been fixed in 0.93.
8. I like the new support abilities on beast tamer, however would it be possible to modify the class a bit to make it more desirable to use without pairing it with a monster unit? I tend to not use monsters very much, and it's hard to justify using a beast tamer in a monsterless party.
9. Walrocks/witches, on the other hand, got a LOT of love. I love the class, I have several different units in this class performing various functions, and they all have their niche function, which i really like. I would love to see such an evolution on other classes as well. "Smaller" versatile skills, such as mindblast and the warlock-specific instill skills, are the way to go in my opinion. At least, I've had most fun playing around with those.
10. I really like the end-game equipment, which defies the norm (two-hand 1-H katanas, 2-H fists etc.) and would love to see more of that. It allows for some interesting builds.

This is all what I can think of at the moment. Not sure if it is helpful to you, just wanted to share my thoughts on the subject :) Cheers!

4 hours ago, buttwag said:

Hi raics, thank you for your continued work on this mod. I've been playing it for some time now and I really enjoy it.

Here is some feedback and some questions and wishes for the future:

1. The charm debuff wears off immediately at the start of the unit's turn. I have tried using it in different circumstances, and the result is always the same. Is this a known bug? I have not noticed it happen with other statuses.
2. stun disables mind's eye (this might be the case in the original as well, not sure).
3. the slow in sludgebind does not increase rt like a normal slow spell would.
4. floating units can stop onto water tiles and poison, but not lava. I know it's not a big deal, because there are not as many lava maps, but would be nice to have for consistency sake
5. How do burst spell work exactly, what is their formula? I have tried using them with different units, but they always seem to be much worse than just attacking with the equipped weapon, or casting a (low tier) projectile spell.
6. End game classes (buccaneer, and paladin and astromancer in particular) seem waaay overpowered and simply better in every regard than any other similar unit. I understand that they are meant as a reward to the player for making it that far in the game, but they make classes such as knight and wizard pale in comparison.
7. In the previous version, pumpkin bomb exploded bushes and other obstacles, but this seems to have been fixed in 0.93.
8. I like the new support abilities on beast tamer, however would it be possible to modify the class a bit to make it more desirable to use without pairing it with a monster unit? I tend to not use monsters very much, and it's hard to justify using a beast tamer in a monsterless party.
9. Walrocks/witches, on the other hand, got a LOT of love. I love the class, I have several different units in this class performing various functions, and they all have their niche function, which i really like. I would love to see such an evolution on other classes as well. "Smaller" versatile skills, such as mindblast and the warlock-specific instill skills, are the way to go in my opinion. At least, I've had most fun playing around with those.
10. I really like the end-game equipment, which defies the norm (two-hand 1-H katanas, 2-H fists etc.) and would love to see more of that. It allows for some interesting builds.

This is all what I can think of at the moment. Not sure if it is helpful to you, just wanted to share my thoughts on the subject :) Cheers!

 

Right, about those

1. Charm and Bewitch are very powerful and cheese-prone status effects so there's a chance the target will snap out of it on its first turn, that's intended.

2. That's the way that interaction works, not much I can do about it.

3. Slow in sludgebind is the same as all other sources of slow, other effects that it inflicts are separate from it.

4. That's because if float gets cancelled by leaden you just drop down into the water, if you drop into the lava you'd probably die so it's understandable that it works this way.

5. Formula is same as area spells, however they also have a crushing damage component so are resisted more easily by heavily armored units (which is also why light burst doesn't do extra damage to undead and dark is still able to damage them), they're mostly intended to finish off a unit near death and hit another one so they aren't meant to be stronger than normal attacks. Properly covering the whole game with just two spells isn't the best scenario so the first burst will get outdated by the time you get the upgrade, not much that can be done about that either as the ability space is very limited, especially so for spells.

6. Yeah, there were a lot of complaints before that they aren't worth the trouble.

7. The AI was a bit glitchy with it so I ultimately reverted it close to what it was in vanilla.

8. Beast master is a heavily specialized class, fairly simialar in that regard to dragoon. However, if you haven't been looking at guides you have no knowledge or control over whether the next battle will have any monsters or not so I made dragoon more widely useful, bringing a beast along is your choice so it's perfectly fine if using a beast master is pointless if you don't.

10. Sure, I'll add more if I get any good ideas but the space in equipment list is very limited too.

Thanks for the feedback, it's always welcome

18 hours ago, raics said:

4. That's because if float gets cancelled by leaden you just drop down into the water, if you drop into the lava you'd probably die so it's understandable that it works this way.

Good point, it didn't occur to me.

I have also been trying to use the crossbow sidegrades (the ones that have 14 range and can't shoot diagonally). They are really bad. The trade-off of having a longer range is worthless, mainly because the vertical tolerance is so poor. I believe that improving the vertical tolerance a bit or adding a pierce effect (like spears have) would make them more usable and much more fun. Or even maybe adding a new gimmick to it, like status on hit or something. The documentation mentions that they can fire through some obstacles, but it does not seem to be the case with the usual obstacles found on maps. As they are now, it is necessary to come to an almost melee distance of the target in order to shoot, unless the map is very flat (there are maybe a couple of such maps) and there are no friendly units in the way. By comparison, a fusilier with a 2H fusil and course correction does all of the above and much better. The skill is cheap and allows the unit to safely snipe from afar, saving RT on move and gaining insane amounts of TP every turn.

 

1 hour ago, buttwag said:

I have also been trying to use the crossbow sidegrades (the ones that have 14 range and can't shoot diagonally). They are really bad. The trade-off of having a longer range is worthless, mainly because the vertical tolerance is so poor. I believe that improving the vertical tolerance a bit or adding a pierce effect (like spears have) would make them more usable and much more fun. Or even maybe adding a new gimmick to it, like status on hit or something. The documentation mentions that they can fire through some obstacles, but it does not seem to be the case with the usual obstacles found on maps. As they are now, it is necessary to come to an almost melee distance of the target in order to shoot, unless the map is very flat (there are maybe a couple of such maps) and there are no friendly units in the way. By comparison, a fusilier with a 2H fusil and course correction does all of the above and much better. The skill is cheap and allows the unit to safely snipe from afar, saving RT on move and gaining insane amounts of TP every turn.

They can't fire through destructable obstacles, they would go through a wall or set of stairs but not through anything with a HP bar, sadly, vertical tolerance for line attacks is hardcoded so there's nothing I can do about it right now and you can't just slap piercing on it. The whole system is pretty limited as a lot of things are implemented with one specific use in mind, it isn't very modular and modding-friendly in general.

It's a situational weapon of sorts and I can't relax the conditions but I could try increasing the reward when you are in a situation to use it, I suppose.

Ah ok, I didn't know it was that limited. So you can't really extend or modify the functionalities much, but only make combinations of existing ones?

One other addition that I really liked was the new use for Trajectory. Small but meaningful changes to skills used by many units are very welcome, if you ask me.

Regarding sprites and portraits, I am happy to see Donnalto reverted to the original. I have nothing against having new portraits and palettes for semi-generic or semi-unique units.

Hi raics. Thank you for making this great mod. I played the vanilla version until the beginning of the palace of the dead(finished the game on the 3 routes before going there), dropped because of the class imbalance and the crafting system mostly.

The main improvements for me are the following:

1 - The crafting system is better with fewer ingredients required and without that chance to fail.

2 - The auction provide better items. (Thanks about the glass pumpkin from the cyclops, a reliable way to recruit deneb in her special class)

3 - The overall balance between the classes is way better when compared with the original PSP version. 

4 - About the classes the biggest standouts for me are the hydra(Amazing offensive monster with cool skills and special attacks - I love disembowel with empower dragon!!! - for example), the terror knight(My favorite class in the vanilla) is better with more defense and stronger offense and thanks to the skill system, now the skills slots are not wasted with strengthen and spellstrike for example and the wizard is pretty good as a offensive caster(all of the unique skills of the class are useful for that). 

5 - The skill system is another great positive(I favor removing those -ourology skills if it means classes with fewer unique skills like the ranger can get new ones). 

6 - The spells are way better too, specially those status removal spells being AOE now, they are great. And the imbalance between the elements was reduced(ice is great for example);

7 - The changes made to equipment are great,  and looking at the equipment chart i think you were trying to make it so that no equipment of the same class completely outclasses the others in endgame. This means that in most cases elemental weapons with cool effects don't combine well with the strongest finishers(this is good because the choice of equipment is meaningful).

The suggestions are the following:

1 - The notable exception about weapons in the chart that I noticed is the mordred's song dagger that is dark elemental(combine well with mesmerize), strongest attack, great ward and great effect. That weapon is too ahead of the others i think, maybe a improvement would be to make it a different element and lower its attack power.

2 - The way draconic magic is limited in the cases of most of the unique classes is great, i think something like that could be done with necromancy as well. For example the wicce and heretic classes should not be able to cast all necromancy spells, only the non-undead related. I think the lich, the lord and the necromancer should be able to cast all necromancy spells as it is now.

3 - If possible would you make a spell chart detailing what you changed about the spells, it would be a better format to read than the patch notes.

4 - Can you make the windshot spell air elemental for the vartan? I noticed that spell was not air elemental in the skill section

 

That is all i can think for now. Sorry about grammar erros, english is not my primary language.

 

 

 

 

 

 

 

 

 

 

1 hour ago, Cagene said:

The suggestions are the following:

1 - The notable exception about weapons in the chart that I noticed is the mordred's song dagger that is dark elemental(combine well with mesmerize), strongest attack, great ward and great effect. That weapon is too ahead of the others i think, maybe a improvement would be to make it a different element and lower its attack power.

2 - The way draconic magic is limited in the cases of most of the unique classes is great, i think something like that could be done with necromancy as well. For example the wicce and heretic classes should not be able to cast all necromancy spells, only the non-undead related. I think the lich, the lord and the necromancer should be able to cast all necromancy spells as it is now.

3 - If possible would you make a spell chart detailing what you changed about the spells, it would be a better format to read than the patch notes.

4 - Can you make the windshot spell air elemental for the vartan? I noticed that spell was not air elemental in the skill section

Thanks for the input, it's always welcome

1. Sure, I can pinch it a bit, maybe remove the ward altogether.

2. That would make sense, I'll likely do it in some patch.

3. There's a consolidated changelog linked in the readme, that might be easier to read but there were too many changes to list every little detail.

4. Some like their vartans in different elements (lightning usually, maybe fire), and that would nudge people a bit towards air, I don't like element locking unless that's what the class is about, like necro or cleric.

On 5/12/2019 at 11:55 PM, Valenhil said:

I'm sorry, Raics

But Spellblade is really, really bad

No clue who said that about warlock though, they're very capable and very intuitive to use.

Bit late on this one, but I'd argue they're borderline OP. Decent casters for taking advantage of parallel elements, an AoE move that guarantees hits and Procs, plus innate item throwing and heavy armor access. That's the fun, though, so many classes with their own tricks now. (I love the two tile push potential from Warlocks, though some prefer their casting options, other their items, etc)

Except none of that is "its own trick". Many other classes can do all that, except the new surehit buff which is still comparatively small. And "can do a lot of different stuff" as a trick is sort of completely negated by your ability to field 12 goddamn units.

The fact you can use Spellblades effectively has more to do with the fights just not demanding as much yet. But if the fights were to be rebalanced so as to raise the bar to the point your character's specializations were actually required for them to function instead of determining how trivial fights become, Spellblade would literally be unable to do anything effectively. If a dedicated mage couldn't one-shot an enemy weak to magic, a Spellblade would barely be able to scratch it. If a Knight actually started taking meaningful damage from light melee, a Spellblade might as well have been naked. If a Berserker didn't instagib every single squishy in range, a Spellblade might as well throw rocks. And if no caster managed to reach 100% status effect chance, Spellblade wouldn't go past 20%.

The class is undertuned to compensate for a benefit that has no actual value in this system. The way forward is always specializing. Tradeoffs are fine in a limited way like say, Knight -> Terror Knight exchanging a bit of bulk for offense, but they're still very much specialized.

If you ever felt threatened by a Spellblade in the enemy team, please, do share. Because in my experience, I don't have a single unit vulnerable to anything they can do.

Hey raics, great work, I'm a huge fan of what you've done here! A few years ago I put about 250 hours into the game and looked into modding it myself, just for personal satisfaction. I didn't do much at the time, just adjusted weapon balance, removed level-up bonus, 100% crafting, made claws 1-handed, made it so most non-unique equipment could be found on enemies... Stuff like that.

I was wondering... At the time, I followed a thread on 2channel (now called 5channel) where people shared tons of information about the hex-editing, all the different files and what encounters they contained, etc. They were all for the Japanese version, so I don't don't know how much of it is transferrable, but I wonder if they're aware of the existence of your patch/you're aware of their efforts? The thread is still active-ish (well, not dead anyways, but the SNES/Famicon one gets way more love) and I'm sure they'd love to learn from you, and I wonder was there anything they could help you with or something. Not that it looks like you need it, to be honest. You seem to have a great grasp of what you're doing, so massive kudos for that! I didn't follow the scene at all before One Vision, so I don't know how you went about figuring this stuff out in the first place!

As an aside! I was playing today and my Sidearms-wielding lizardman Hoplite had a funny interaction. I had Evade up and went to activate Trajectory to make sure I could hit an annoying Faerie. As I activate Trajectory, my Evade plinks out and I'm left with neither Nullify or Trueflight! Funny interaction, not sure if there's anything you can do about it? It's super niche anyways.

Thank you for keeping my love for this game alive!

1 hour ago, VIStrings said:

Hey raics, great work, I'm a huge fan of what you've done here! A few years ago I put about 250 hours into the game and looked into modding it myself, just for personal satisfaction. I didn't do much at the time, just adjusted weapon balance, removed level-up bonus, 100% crafting, made claws 1-handed, made it so most non-unique equipment could be found on enemies... Stuff like that.

I was wondering... At the time, I followed a thread on 2channel (now called 5channel) where people shared tons of information about the hex-editing, all the different files and what encounters they contained, etc. They were all for the Japanese version, so I don't don't know how much of it is transferrable, but I wonder if they're aware of the existence of your patch/you're aware of their efforts? The thread is still active-ish (well, not dead anyways, but the SNES/Famicon one gets way more love) and I'm sure they'd love to learn from you, and I wonder was there anything they could help you with or something. Not that it looks like you need it, to be honest. You seem to have a great grasp of what you're doing, so massive kudos for that! I didn't follow the scene at all before One Vision, so I don't know how you went about figuring this stuff out in the first place!

As an aside! I was playing today and my Sidearms-wielding lizardman Hoplite had a funny interaction. I had Evade up and went to activate Trajectory to make sure I could hit an annoying Faerie. As I activate Trajectory, my Evade plinks out and I'm left with neither Nullify or Trueflight! Funny interaction, not sure if there's anything you can do about it? It's super niche anyways.

Thank you for keeping my love for this game alive!

Hi, thanks for trying it out, it's always nice to see more people getting back to the game.

Hard to say to what extent it would be compatible, I imagine the Japanese version would just have different offsets due to different amount of bytes spent on text but the file structure should be similar enough, haven't heard of the place before so it might be worth checking out.

I'd have to do a bit of digging around skills, trueflight is considered a physical effect so it would remove evade just as it would remove apostate if it was a magical effect. I'd have to see if it's possible for an effect to be neither physical or magical, if it's possible at all it wouldn't be hard to fix.

wasn't sure where else to ask this--is it a bug that many/most enemy units are showing up with "(nothing)" skills that keep their original descriptions? it seems like a significant edge up for the player if this is the intended behavior, but maybe it's fine if it's a technical limitation and you're balancing around it.

edit: while i'm here: what gates higher-tier skills showing up in menus? is it story progression? a problem i've been having is that certain niches for classes don't become apparent until later (still waiting on traps to show up for rogues), and if i was playing blind i would have trouble figuring out why certain classes are worth raising up without being able to peek at those higher-level skills.

Those are old passive skills that got phased out, I'm removing them as I go, but the process is slow so only the first act is currently clean.

New skills show up when you're 5 levels from their learning threshold, changing that behavior is a bit tricky so it probably won't happen soon.

ah, gotcha--you have to go through and change the skills for each unit for each battle? that does sound like a lot of work.

for the learning threshold, i'd imagine it's checking against a constant integer value, which would probably be a one-line ASM hack... is the hard part tracking down where this happens or am i importing the wrong expectations from romhacking other games? just curious.

also, i was wondering why every class seems to have the elemental Augment skills. is that hard-coded or did you have something in mind for it? 

3 hours ago, cadence said:

ah, gotcha--you have to go through and change the skills for each unit for each battle? that does sound like a lot of work.

for the learning threshold, i'd imagine it's checking against a constant integer value, which would probably be a one-line ASM hack... is the hard part tracking down where this happens or am i importing the wrong expectations from romhacking other games? just curious.

also, i was wondering why every class seems to have the elemental Augment skills. is that hard-coded or did you have something in mind for it? 

Yup, every and the each one of 10,000+ unit entries because the game doesn't use any templates, when you add adjusting race templates, drops, steals and gear where needed it starts going real slow and I don't have much time recently either.

Exactly, fixing it wouldn't be hard but finding it would probably be tricky, of all the ways you could populate a list I can safely bet the devs chose the most awkward one.

Augments are just there because of weapon flexibility, I won't try to discourage knights from using a fire sword if they want. If an augment is missing that's because the class has limited or no access to that element, as is the case with knights and dark.

re: augments, i think since the mod already uses TO's mechanic of transferring skills from other classes that Augments would be one of the best cases for it. as someone new to TO it took me a while to recognize which skills are important to classes because there are so many available from the start and as far as i can tell elemental weapons don't show up for a while. plus, idk, taking your knight example i think popping into sorceror for Augment Fire and being like a mystic knight is nice flavor as far as these things go. i'd also suggest maybe taking a similar route with the racial damage skills (making them rarer outside of dragoons, but transferable)--or at least level gating the race damage/recruitment skills so a new player doesn't grab Seraph Pact in chapter 1 or anything like that. 

as far as updating entity data goes--maybe i could help out a little with automating parts of it, provided you know how things are laid out in memory? let me know if you'd benefit from some scripts or hacked-together gui tools and i might take a shot at it. ^^

If you had to level each character in the class so we had an investment, that would be a good idea, but as it is, once you have the class at that level it's just spending a few classmarks, which is the kind of trivial hassle people don't like to see.

I'm already automating a good part of it, the parts that can't be automated are troublesome, for instance I'd like to avoid each unit of the class to be exactly the same so I'm switching skills around on some of them, like giving wade to units on water levels, giving them different equipment and drops, steals should be the same so you know what to expect of each knight in the same chapter but for bosses they're different, so you can steal things like necro marks from nybbeth or 30 silvers from chaos vyce, things like that can't really be automated.

Have you considered making a version of this with a raw sort of difficulty increase, something like increasing enemy hp/damage by 25% or more? Nothing too complicated, but a decent bump up in difficulty across the board. I think a lot of people who wish to replay these older games want to have a little extra challenge thrown at them.

3 hours ago, vhatever said:

Have you considered making a version of this with a raw sort of difficulty increase, something like increasing enemy hp/damage by 25% or more? Nothing too complicated, but a decent bump up in difficulty across the board. I think a lot of people who wish to replay these older games want to have a little extra challenge thrown at them.

It wouldn't be as straightforward as it might seem, the enemy uses the same racial templates as you do so any stat buff there would also apply to you, and if I use different templates for them, you could just recruit those and use them yourself.

I haven't played LUCT in quite sometime, but I recall something about losing skills on recruited characters/monsters if they had more than 4 or 5 skills. Something along those lines. If the skill was in the 5+ slot then they would lose them after the battle, right? Maybe my brain isn't remembering right. But there was something about that happening.

16 hours ago, vhatever said:

I haven't played LUCT in quite sometime, but I recall something about losing skills on recruited characters/monsters if they had more than 4 or 5 skills. Something along those lines. If the skill was in the 5+ slot then they would lose them after the battle, right? Maybe my brain isn't remembering right. But there was something about that happening.

Yeah, but doing it with skills is a bit iffy and it's a ton of work.

could you tell me where to buy the Treatise on Seduction scroll (Demonpetal Dance)?

didnt find it in the deneb shop during coda/late act4(where the changelist said it should be)

only got the treatise  on technique

-------------------------------------------------------------------------------------------------

thank you for this ov mod,its really interesting and worth playing

im not a native speaker,sorry for my poor english

4 hours ago, kkllkkg said:

could you tell me where to buy the Treatise on Seduction scroll (Demonpetal Dance)?

Same as in vanilla game, the earliest where you can get one is from last story battle in barnicia castle, the grand staircase, it can drop from a female templar swordmaster but only from the level 17 enemy, if you're overleveled so so enemies are level 33+ it won't drop. You can also get it from 8th floor of hanging gardens, enraptured dreams, also from female templar swordmaster and also from lower level battle which is at 22, if you're over 34 in all classes so you can't trigger the low level battle anymore it can't be obtained at all.

I'll change it eventually and there will be more places you can get it from regardless of your level.

Hello raics, I just started trying One Vision and I'm loving it,
I don't mind checking the entire changelog version by version, that's what I do,
But I'm curious about if there is an unified change-list, thanks in advance,

7 hours ago, Squaresoft said:

Hello raics, I just started trying One Vision and I'm loving it,
I don't mind checking the entire changelog version by version, that's what I do,
But I'm curious about if there is an unified change-list, thanks in advance,

Sure, might not be fully up to date but checking two patches worth of notes is still easier than everything

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

Wow! you are the man!,
All those files will come completely handy! I will try not to spoil myself anyway :P
Thank you once again!,

Hey raics, I just tried updating both an older version of the mod and a vanilla ISO to 0.945, but Ocionne seems to have lost the ability to change into her Dragonborn class. Any idea why that might've happened?

1 hour ago, Rucession said:

Hey raics, I just tried updating both an older version of the mod and a vanilla ISO to 0.945, but Ocionne seems to have lost the ability to change into her Dragonborn class. Any idea why that might've happened?

Thanks, I do have an idea why that happened and it won't be hard to fix.

Thank you Raics for this great mod. Maybe I am really bad at this game, but I am stuck on killing Nybas for the first time (chapter 1). I tried to power level, tried to gank the undead, bring 3 healers, bumrush the necromancer, nothing seems to work. I always end up getting my party member killed. Should I be expecting to lose some characters and plan for this? How have others done this? I could just ignore that map I suppose.

9 hours ago, Willus said:

Thank you Raics for this great mod. Maybe I am really bad at this game, but I am stuck on killing Nybas for the first time (chapter 1). I tried to power level, tried to gank the undead, bring 3 healers, bumrush the necromancer, nothing seems to work. I always end up getting my party member killed. Should I be expecting to lose some characters and plan for this? How have others done this? I could just ignore that map I suppose.

That map is now higher level than before and the npcs in the scene after krysaro will mention there's no hurry in doing it, just to give you a stronger hint that the map is optional and doing it can be postponed until the end of the chapter when your level is higher and you can have better gear. As casters are the biggest problem in that map, the easiest way to do it is gearing up a few warriors or knights for maximum magic resistance and going for nybbeth while the rest of the team keeps other units occupied, and by keeping occupied I don't mean exorcising them, as nybbeth will then just summon fresh ones close to him, which will make killing him harder for your strike team.

Thanks! That is very helpful! Forgot there were RES boosting equipments.

Hi. I played your mod when it was version 0.92 and I have been keeping track of your updates. I decided to try the version 095.a. but when I load my old save (0.92) a few unique characters have lost their unique sprites and returned to the vanilla ones like Folcurt or Felicia and some are differents like Sara which now is a roque. I tried modding both the 0.92a rom and a clean rom and in both I have the same problem. Did you change the sprites in a udpate and I was unaware of that?.

1 hour ago, Darius87 said:

Hi. I played your mod when it was version 0.92 and I have been keeping track of your updates. I decided to try the version 095.a. but when I load my old save (0.92) a few unique characters have lost their unique sprites and returned to the vanilla ones like Folcurt or Felicia and some are differents like Sara which now is a roque. I tried modding both the 0.92a rom and a clean rom and in both I have the same problem. Did you change the sprites in a udpate and I was unaware of that?.

Yes, I reverted some of the more radical changes to vanilla by popular demand. However, you can now use a generator sheet that spits out CWC codes that let you customize everyone to your liking, you can find the link to the generator in the readme or here in the first post.

I see. Thank you for the quick response, I´ll look at it.

There is something that I always wondered, can the evasion cap be lowered? Characters that focus on evasion have a hard time surviving because the 40% side and 55% back caps are too high, expecially if you consider that there is 100 % hit attacks already like Mighty strike, Tremendous shot and a lot of finishing strikes. There is ways to deal with evasive characters already. Can the caps be removed or at least reduced to something like 10% front, 20% side, 30% back? That would make evasive builds more appealing.

2 hours ago, Darius87 said:

There is something that I always wondered, can the evasion cap be lowered? Characters that focus on evasion have a hard time surviving because the 40% side and 55% back caps are too high, expecially if you consider that there is 100 % hit attacks already like Mighty strike, Tremendous shot and a lot of finishing strikes. There is ways to deal with evasive characters already. Can the caps be removed or at least reduced to something like 10% front, 20% side, 30% back? That would make evasive builds more appealing.

It's probably possible, but that's a major system change and likely not easy to do.

I see, so I guess you won´t even consider to change it in your mod ,right?

33 minutes ago, Darius87 said:

I see, so I guess you won´t even consider to change it in your mod ,right?

Already have a pretty long to-do list, and this change would be a double edged sword, trying to hit evasive enemies might become a bit too annoying on the player side and they already tend to have a speed, accuracy or mobility advantage over the heavy ones, they aren't meant to match their survivability too. If they aren't durable enough to function, it can be tweaked in other ways without introducing system wide changes. Because if you finally cornered that annoying archer you expect it to go down to your berserker without too much struggle.

Yoo raics

Thanks for ur modding I really enjoying it

But now I hv no idea where to find this ars magna recipe as before it dropped in chapter 1

But now Im having hard time to find it

Or hv u changed it?

1 hour ago, Cake said:

Yoo raics

Thanks for ur modding I really enjoying it

But now I hv no idea where to find this ars magna recipe as before it dropped in chapter 1

But now Im having hard time to find it

Or hv u changed it?

Yes, it was never meant to drop in that place, now that I redid those battles it doesn't anymore. It was meant to be bought from Deneb's shop and that's where you could always find it.

Is it available after coda?

I'm currently in chapter 4 but it seems deneb doesn't sell it

6 hours ago, Cake said:

Is it available after coda?

I'm currently in chapter 4 but it seems deneb doesn't sell it

No, it's after the Heim battles.

Ah got it

Thanks bro ?

Hey raics

It seems shaman class won't level up

Is it a bug or did I miss some information bout this mod

2 hours ago, Cake said:

Hey raics

It seems shaman class won't level up

Is it a bug or did I miss some information bout this mod

Yes, it's a bug with the game, the shaman class unlocks fully only by changing Sherri or Cerya into it, Olivya or Cistina won't work. Once you have changed either of those two into it, you will see it in class list and it will level properly.

Btw do u hv a complete drop list of all dungeon like San borsa, potd, and woods. I'm looking for this mordred's song (dagger) 

33 minutes ago, Cake said:

Btw do u hv a complete drop list of all dungeon like San borsa, potd, and woods. I'm looking for this mordred's song (dagger) 

No, but you can look for the location of "Assassin's Dagger" in vanilla guides.

Hmm.  Saw that the beast "weapons" are now all gone and that Instill does add bonus Touched damage to the basic beast attacks, unlike the unmodded game.  However, Augment does not increase the extra Touched damage from Instill very much, if at all.  Is the smallness of the Augment effect on Touched extra damage working as intended?  Maybe it's not something that can be adjusted anyway.

On 4/3/2020 at 1:56 PM, Cake said:

Btw do u hv a complete drop list of all dungeon like San borsa, potd, and woods. I'm looking for this mordred's song (dagger) 

Here is my dungeon drops list for the unmodded game.  It's formatted for CwCheat text on a PSP so view it with a fixed-width font for best reading.  I did acquire all items at least once, so the unconfirmed sections are just areas that I have not visited twice to reconfirm and polish the list with full target info.

Spoiler

----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
Phorampa Wildwood
 => A minimum target level is required for drops.
    Floors 8 - 11 : level 17+ ; Floors 12 - 15 : level 20+
 * Steal with rank 3+ to obtain Reaver Ring.
----------------------------------------------------------
008 Gunagua Headwater
    I5u Spear Enchiridion           W Rune Fencer 18  8  3
009 Whisper of Leaf and Water
    I5u Axe Enchiridion            Hf Beast Tamer  4 19  8
010 Lie Down in Green Pastures
    I5u Katana Enchiridion                m Ninja 13 11  3
011 The Frostfen
    I5u 2-H Katana Enchiridion       f Swordmaster 1  7  8
012 Scenic Knoll
    I5u Whip Enchiridion            W Beast Tamer  2 15 17
    A6  * Reaver Ring               m Grim Reaper  1  5 13
013 Heart of the Wildwood
    I5u Fist Enchiridion               Hm Warrior  1  1  5
014 Land of the Supplicant
    I5u 2-H Sword Enchiridion     P Terror Knight  6 19 10
015 Wonder at the Gods Above
    I5u Bow Enchiridion                 Hf Archer  2 14 20
----------------------------------------------------------
Phorampa Wildwood
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
The Hanging Gardens
 => Party level 34 or below is required for arcana drops.
 => A door controls each pathway between dungeon floors.
Move to the coordinates and the door will open on the next
turn.  Automatic doors do not require you to open them; if
you do not, they will open at the end of the battle.
Visible doors look just like automatic doors but require
you to open them manually.  Hidden doors look like part of
a wall and must be opened manually.  All doors usually
have a tile of brick where you must step to open it.
----------------------------------------------------------
001 Foot of the Gardens
    ---               Automatic Door to Floor 02   8 19  8
    ---                 Visible Door to Floor 03   4 19 13
    ---                  Hidden Door to Floor 06   1  5 12
    S7  Grimoire Soins II        (cleric) Templar  8  3  5
    S3  Grimoire Scindeciel III  (wizard) Templar  9  7  4
002 The Serpent's Spine
    ---               Automatic Door to Floor 04   4 23 25
    S1  Grimoire Tourbillon III    (rune) Templar  8 21 25
    S1  Grimoire Sylphide                       +
    S4  Grimoire Malepluie III   (wizard) Templar  9 22 23
003 His Fist Upraised
    ---               Automatic Door to Floor 05   5  6 21
004 Echoes of Her Passage
    ---               Automatic Door to Floor 07   4 13 27
    ---                  Hidden Door to Floor 08  10 12 15
    S5  Grimoire Flammes III       (rune) Templar  3  8 26
    S2  Grimoire Orestiad        (wizard) Templar  4 11 25
    S7  Grimoire Soins II        (cleric) Templar  6 13 28
005 Tears of Topaz
    ---               Automatic Door to Floor 08   2 21 24
006 Verdant Stair
    ---               Automatic Door to Floor 07   3  6 25
    ---                  Hidden Door to Floor 10  15  7 11
007 Songs of Raven Hair
    ---               Automatic Door to Floor 09   4 14 20
    S6  Grimoire Wendigo         (wizard) Templar  6 17 19
008 Enraptured Dreams
    ---               Automatic Door to Floor 10   3  9 19
    SC  Treatise on Seduction     (sword) Templar  5  8 18
    I3  Heretic's Mark           (cleric) Templar  6 12 19
009 Hold High Your Cups
    ---               Automatic Door to Floor 10   5  5 17
    ---                 Visible Door to Floor 11   4 13 24
    ---                  Hidden Door to Floor 12   4  5 18
010 Halcyon Days
    ---               Automatic Door to Floor 13   3  3 14
011 The Beast Has Fangs
    ---               Automatic Door to Floor 14   5  2 12
012 Vermillion Stair
    ---               Automatic Door to Floor 15   4 14 26
    ---                  Hidden Door to Floor 16   5  9 19
    S7  Grimoire Vitalite III    (cleric) Templar  6 14 24
    I3  Heretic's Mark                          +
013 Sounding of the Hours
    ---               Automatic Door to Floor 15   4 14 27
    ---                  Hidden Door to Floor 16   2 12 27
    S1  Grimoire Tourbillon III  (wizard) Templar  4 13 27
    S2  Grimoire Rocher III        (rune) Templar  7 14 21
014 Faith and Devotion
    ---               Automatic Door to Floor 15   9 12 22
015 Sharp and Cold the Stars
    ---               Automatic Door to Floor 17  11 10 18
    S5  Grimoire Flammes III             P Wizard  4  9 23
016 Ebon Stair
    ---               Automatic Door to Floor 17   3  3 15
    ---                  Hidden Door to Floor 18  28  4  4
    S7  Grimoire Vitalite III    (knight) Templar  4  3 15
    SB  Scroll of the Cicada      (ninja) Templar  8  4 11
017 Ivory Stair
    ---               Automatic Door to Floor 18   4  5 23
    S7  Grimoire Soins II        (cleric) Templar  4  3 23
018 Twixt Heaven and Earth
    I3  Heretic's Mark           (cleric) Templar  4 23 21
019 S4  Grimoire Malepluie III   (wizard) Templar 20 12 12
020 S7  Grimoire Purete II       (cleric) Templar 10 27 15
----------------------------------------------------------
The Hanging Gardens
 => Party level 34 or below is required for arcana drops.
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
Pirate's Graveyard                     *** UNCONFIRMED ***
----------------------------------------------------------
001 A3  Viraat's Thundercoat               Kraken 10  2
    A3  Phoenix Flamecoat                  Kraken 16  4
004 A3  Whale Whiskercoat                  Kraken 11  3
    A3  Falcon Mail                      W Cleric 22 15
005 A4u Ji'ygla's Bracers                 U Rogue 18  2
    S9  $ Grimoire Sangnoir II             f Lich 20  4
    SA  $ Grimoire Tourments               m Lich 20 11
    SA  $ Grimoire Dondevie             P Warlock 21 15
007 A3  Nathalork Rockcoat                 Kraken 12 12
008 A4u Musty Gauntlets              R Juggernaut  0 22
    A3u Reeking Armor                Blood Gavial  1 23
    I5u Legguard Enchiridion            R Hoplite  2 21
010 A2u Glistening Helm              R Juggernaut  1  7
    I5u Body Armor Enchiridion       Blood Gavial  2  9
    A3  Falcon Feathercoat                 Kraken 18  5
011 I5u Hammer Enchiridion               P Knight  5  8
    A3  Vikrant Icecoat                    Kraken  9  1
    A5  Earthen Greaves              Baldur Golem 11 19
012 A3  Aganista Lightcoat                  Dagon  4 14
    A3u Ji'ygla's Darkcoat                  Dagon
    MA  Malitza's Staff                      Lich  7  2
    SA  $ Grimoire Malediction III        Rackham  unique
----------------------------------------------------------
Pirate's Graveyard                     *** UNCONFIRMED ***
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
Palace of the Dead
 * Cressida is required to obtain Necromancer classmarks.
----------------------------------------------------------
002 A6  Sparkguard Ring          z Thunder Dragon 22  7  6
004 A5  Greased Boots                    W Archer  4  5 20
005 A3u Ji'ygla's Darkcoat          z Dark Dragon 15  3 10
    SA  $ Grimoire Ensorcelant             Leonar  unique
    SA  $ Grimoire Sombrailes              Xaebos  unique
    SA  $ Grimoire Malediction II        P Leonar
    SA  $ Grimoire Sombrailes            P Xaebos
006 A3  Aganista Lightcoat                  Hydra 14  9  9
007 A6  Sidhe Ring                        U Rogue 10  4  5
008 A3  Whale Whiskercoat          z Flood Dragon 16  3 12
009 A5  Winged Boots                     W Archer 28  3  2
010 I5u Thrown Weapons I           Hf Beast Tamer 14  4 15
011 A2u Glistening Helm                   Cyclops 16  5  6
012 A3  Viraat's Thundercoat       Thunder Dragon 12  3  7
014 A6  Greased Ring                 Flood Dragon  3 14 13
    A3  Phoenix Flamecoat            Flame Dragon  7 11 13
015 A6  Winged Ring                       Gryphon  9  6  9
    A3  Falcon Feathercoat             Cockatrice 11  9 21
016 A3  Nathalork Rockcoat            Stone Golem  9 11 07
017 A6  Ring of Clouds             z Flood Dragon 11  7  6
    A5  Sparkguard Boots         z Thunder Dragon 17  9 12
018 I3  * Necroprentice's Mark        Necromancer
019 A3  Vikrant Icecoat              Frost Dragon  7  0  2
020 A5  Cloud Shoes                       U Rogue  6  0  2
    A5  Earthen Greaves             P Enchantress  7  3  7
    I5u Armguard Enchiridion            R Hoplite 10  9 11
021 A3  Falcon Mail                       Gryphon  3  6 14
    A4u Musty Gauntlets                   Cyclops  7  8 15
    A3u Reeking Armor                     Cyclops 11  9 11
022 A4u Ji'ygla's Bracers                 U Rogue 26  1  6
    I5u Crossbow Enchiridion             P Archer 27  3 10
    SA  $ Grimoire Malediction II         Georges  unique
023 MA  Malitza's Staff                 Matriarch 11  4  2
    I5u Transcription                     R Witch 24  6 13
025 A5  Sidhe Shoes                    f Cannibal 18  6  9
----------------------------------------------------------
027 A3  Phoenix Flamecoat          z Flame Dragon 13  7  8
029 A3  Falcon Feathercoat         z Cloud Dragon 10  0  9
031 SC  Treatise on Cleansing       m Kill Seeker  5  2 12
032 S9  Grimoire Vivification              Wraith 13 11  4
033 S9  Grimoire Vivification           P Warlock  4  0  5
    I1u Ring of the Dead               f Cenobite  3 15 13
    S5  Grimoire Salamandre         P Enchantress  9 16 19
034 A3  Vikrant Icecoat            z Frost Dragon  8 11 11
035 A3  Aganista Lightcoat           Baldur Golem 14  6  3
036 SB  Scroll of Earthshear II    m Dark Stalker  9  1  3
    S5  Grimoire Salamandre         P Enchantress 11  3  8
037 S9  Grimoire Vivification             R Witch  4 10 14
    I1u Book of the Dead                   Gorgon  5 16 17
    S5  Grimoire Salamandre                Gorgon  8 15 15
038 A3  Whale Whiskercoat                  Scylla 25  8  6
039 A3  Viraat's Thundercoat              Gryphon 11  1  8
040 SB  Scroll of Stormshear II    m Dark Stalker  3  5 10
    SC  Treatise on Cleansing       m Kill Seeker 14 17 10
    S9  Grimoire Grandsaut                 Wraith 14 21 12
042 A3  Nathalork Rockcoat         z Earth Dragon  9  2 12
043 A5  Earthen Greaves              Blood Gavial  8  8 11
044 MA  Malitza's Staff             f Death Eater  2 10 22
    S9  Grimoire Sanctuaire               R Witch  6 23 22
    S9  Grimoire Vivification                   +
    S5  Grimoire Salamandre         m Death Eater  7  6 15
048 S9  Grimoire Sanctuaire             P Warlock  6 23 14
    S9  Grimoire Grandsaut          P Enchantress  7 25 16
050 A3  Falcon Mail                       Gryphon 12 14 20
    S9  Grimoire Grandsaut              P Warlock 14 13 21
----------------------------------------------------------
051 R2u Cursed Weapon (Bow)        m Blood Hunter  4  6  5
    A3  Ur-Whale Mail                Flood Dragon  7 10  5
052 A3  Vikrant Mail               z Frost Dragon  2 16 19
053 I1u Ring of the Dead            m Death Eater  5 12 20
054 R1u Cursed Weapon (Blowgun)    f Dark Stalker 16  3 10
055 R2  Sirocco Bow                  Earth Dragon  4 13 13
    I4  Orichalcum                    Onyx Dragon  6 17 13
    A3  Phoenix Mail                 Flame Dragon  9  8 13
056 M6u Cursed Weapon (Spear)        Blood Gavial  5  4  4
    MDu Cursed Weapon (Instrument)      Boogeyman 18  4  4
057 I4  Daedalus Rack               m Necromancer 13 14 14
058 M4u Cursed Weapon (2h Sword)  m Crimson Uhlan  5  4 10
    A1  Shield of the Tundra         Frost Dragon  6  3 10
059 M3u Cursed Weapon (1h Sword)    W Rune Fencer 11  0 12
    R3  Leilah                     f Blood Hunter 24  4  7
060 A3  Viraat's Mail            z Thunder Dragon 11  5 16
    M5u Cursed Weapon (Axe)         f Executioner 25  7 14
061 MCu Cursed Weapon (Book)        m Lore Master  7  3  5
    A3  Titania Mail                  Stone Golem 16  9  8
    I4  Orichalcum                   Baldur Golem 19 10  7
062 I1u Book of the Dead                   m Lich 27  4  2
    I4  Daedalus Rack               m Necromancer 28  2  2
063 M7u Cursed Weapon (Hammer)            Hoplite  4 21 18
064 M2u Cursed Weapon (Dagger)            Banshee 14  9  9
    M5  Boreas                            Gryphon 18  4  9
066 A1  Shield of the Waves                Scylla  5  2  9
067 R3  Samak                      f Blood Hunter  9  3  6
    I4  Daedalus Pinion                Iron Golem 14 21 15
070 M9  Crescent Sword              m Kill Seeker  7  2  2
    M9u Cursed Weapon (2h Katana)   f Kill Seeker  8  0  2
    M1u Cursed Weapon (Fist)            U Warrior 14 13 13
071 A1  Shield of the Storm            Hippogryph 20 17  6
072 MAu Cursed Weapon (Cudgel)          Lich King  3  8 16
    I4  Orichalcum                      P Warlock  5 16 18
073 R2  Brimstone Bow              m Blood Hunter  2  5 11
    M8u Cursed Weapon (1h Katana)  m Dark Stalker 12 18 13
074 SA  $ Grimoire Malediction II      Beelzebuth  unique
075 I4  Daedalus Pinion                Iron Golem  3 22 14
    M9u Beadbound Blade              Baldur Golem  6 20 13
    R3u Cursed Weapon (Crossbow)   f Blood Hunter  9 14 11
----------------------------------------------------------
076 M5  Prox                      m Crimson Uhlan 12  9  2
077 A2u Skull Mask                       Basilisk 16 25 21
078 R3  Shams                         Onyx Dragon 14  7  9
079 MBu Cursed Weapon (Whip)          f Iron Fist 15  9  4
    R3  Khalmid                        Hippogryph 23  8  5
080 A1  Shield of the Loam            Onyx Dragon  5 17 11
081 M3u Odiferous Waster                Boogeyman  3 20 12
082 A5  Shadowed Greaves                   Scylla  7  2  4
083 R4  Banduq-i-chaqmaqi                f Sniper  3  6 21
    R4u Cursed Weapon (Fusil)            f Sniper  8  5  8
084 MA  Lipul's Rod                 f Death Eater  3  6 22
085 A1  Shield of the Winds            Hippogryph 17 19 10
086 A4  Lightning Gauntlets             Boogeyman  3  4  4
088 M8  Thunderfire                m Dark Stalker  3 22 22
091 M7  Flame Flail                 m Executioner  6  0  9
093 M6  Bentisca                       f Cannibal  8 24 11
    R4  Petronel                         Spriggan 15 26 12
094 M8  The Awakener               f Dark Stalker  1 13 17
095 M2u Pinion Blade                   Hippogryph  4 23 22
096 R3u Ysaar                          Hippogryph 10 10 16
098 R1  Femakk's Blowgun                   Scylla 13 12  5
099 M7  Euros                       m Executioner  2  5 18
    M4  Notos                       f Dreadnought  3  8 18
100 I5u $ Secrets of the Master            Nybeth  unique
    S8  $ Grimoire Abimes II               Wraith  summon
    S9  $ Grimoire Supplices II            Wraith  summon
----------------------------------------------------------
100 MCu # Gran Grimoire                 Blackmoor  unique
    M4u # Ogre Blade              Lich King/Queen
    A1u # Ogre Shield             Lich King/Queen
    A2u # Ogre Helm               Lich King/Queen
    A3u # Ogre Armor              Lich King/Queen
101 I1u Gorgon Head                        Gorgon 26 11
102 MAu Wiseman's Staff               Lore Master 10  8
104 M9u Ogresbane                   m Kill Seeker  3  5
    M8u Golok                      m Dark Stalker  4  7
    SB  Scroll of Flameshear II    m Dark Stalker  8  1
    M8u Shimmer Sword              m Dark Stalker  8  2
    SB  Scroll of Flameshear II    f Dark Stalker 10  9
    SB  Scroll of Iceshear II       f Grim Reaper 16  1
105 SB  Scroll of Earthshear II    f Dark Stalker 19  7
    R4u Longgun                          m Sniper 22  0
    A4u Snipe Bracers                    m Sniper 22  5
    SB  Scroll of Windshear II     f Dark Stalker 23  3
106 M1u Huitzilopochtli's Rays       Blood Gavial  9 10
    M3u Fafnir's Heart            f Crimson Uhlan 18 10
107 MBu Cat o' Nine Tails             f Iron Fist  6 12
108 R3u Barad                      f Blood Hunter  3  8
    M7u Walitas                     m Executioner 10 14
109 M4u Moon Blade                  m Dreadnaught 25  6
    M5u Shaytan's Bulova               Night Crow 26  2
110 R4u Snub Fusil                       m Sniper 14  2
    M9u Sweepblade                  m Kill Seeker 19  0
111 S8  Grimoire Abimes               Onyx Dragon 10 14
112 M6u Dark Spear                   Blood Gavial  2 21
    M7u Dagda's Hammer               Blood Gavial 15 14
113 M2u Assassin Blade                 m Cannibal  8  0
    A3u Thanatos Armor                  Boogeyman 10  1
114 R2u Ji'ygla's Bow              m Blood Hunter 17 16
    R3u Raed                       f Blood Hunter 21 10
----------------------------------------------------------
Palace of the Dead
 * Cressida is required to obtain Necromancer classmarks.
 # Must have all 4 Wind God weapons to fight Blackmoor.
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------
----------------------------------------------------------
San Bronsa Ruins
----------------------------------------------------------
A01 MD  Pandeiro                    R Enchantress  9  4 12
    I1u Ensanguined Rood                  R Witch 12  8  9
    MD  Bolon                             Gryphon  3 15 26
A02 MD  Cavaquinho                      Matriarch  3  2  3
    S8  Grimoire Miasme             R Enchantress  3  9 20
    I5u Musical Instruments I          F Familiar  1  9 29
A03 A5  Watery Greaves               Flood Dragon  3  2  5
    I1u Seal of Rebirth                   U Rogue  2 14 32
    S5  Grimoire Bouledefeu IV         F Familiar  4 14 32
A07 MD  Rabana's Kemenche              Arc Dragon 12 22 16
A11 S6  Grimoire Glace IV           P Enchantress  2  6 12
    S1  Grimoire Rafale IV                P Witch 11  1 13
    M7  Aqua Hammer                z Flood Dragon 11  8 10
A12 MD  Gerza's Atabaque             Baldur Golem  9  0  9
    S4  Grimoire Aquamasse IV          F Familiar  2  2 13
    S2  Grimoire Aiguille IV            Matriarch  4  5 12
    SA  $ Grimoire Sangnoir II         m Ethereal  3  6 17
A13 S3  Grimoire Fourdrarc IV           Matriarch  7  6 17
B01 S6  Grimoire Congelation IV            Kraken  8 18 15
    S7  Grimoire Radiance IV             W Cleric  3 25 24
    M6  Zephyros                             Rukh 21  4 14
    I5u Musical Instruments II          Matriarch 19  8 14
B02 S4  Grimoire Rafale IV             Hippogryph  4  6 29
    S3  Grimoire Scindeciel IV      W Rune Fencer  7  3 16
    S8  Grimoire Briseciel IV         Dark Dragon 16  4  5
    S8  Grimoire Douleur IV       U Terror Knight 11 16 19
B03 S4  Grimoire Malepluie IV              Scylla 10 10 20
    S7  Grimoire Reveil II               W Cleric  4 12 29
    S1  Grimoire Tourbillon IV      W Rune Fencer  3 16 31
    MD  Rabana's Tanbur                f Ethereal  6 16 24
B04 S9  Grimoire Insensibilite         m Ethereal 22 16 19
B05 S7  Grimoire Vitalite IV        U Rune Fencer  1  5  5
    S2  Grimoire Rocher IV           Damasc Golem  8 11 15
    S9  Grimoire Immunite              m Ethereal  3 18 31
    S9  Grimoire Transfert             f Ethereal 14 18 31
B06 A4u Luminant Gauntlets             f Ethereal  2 21 31
B07 A8  Grimoire Arret                       Rukh  7  6 18
    A1  Shield of Sages            Crystal Dragon  6 11 25
    S7  Grimoire Punition IV       Crystal Dragon  8 14 24
    S9  Grimoire Stellaire II                   +
    S9  Grimoire Decelement            f Ethereal  1 12 27
    S9  Grimoire Dondevie              m Ethereal  2 14 27
B08 S9  Grimoire Revigoration          f Ethereal  5  7 31
    S4  Grimoire Naiade II                  Dagon  8 19 20
    M4u Durandal                       f Ethereal 17 28 15
    S1  Grimoire Tourbillon IV           W Wizard 20 28 14
B09 S5  Grimoire Salamandre II            Phoenix  2  4 16
    S5  Grimoire Flammes IV               Phoenix  6  4 16
    R2u Centeotl's Rib                 m Ethereal  4 28 24
B10 S2  Grimoire Orestiad II             Basilisk 25  9 22
    S8  Grimoire Fenrir II              Matriarch 26 11 24
    MAu Sage Staff                     m Ethereal 22 13 31
    S7  Grimoire Chatiment             m Ethereal  4 13 31
B11 S7  Grimoire Resurrection II       f Ethereal  3  8 16
    M5u Rune Axe                       m Ethereal  3 10 16
    S7  Grimoire Soins III               W Cleric  3 13 11
    S1  Grimoire Sylphide II                Titan  9 11  8
B12 S9  Grimoire Tempete II            m Ethereal  5 16 29
    M3u Leksar's Beloved               f Ethereal  7 23 30
    S1  Grimoire Tourbillon IV          Matriarch 17 23 18
B13 S9  Grimoire Stellaire II          m Ethereal  1 11 19
    A3  Garb of the Sages              f Ethereal  6  9 13
    SD  Glorious Score                   W Cleric  9 22 17
    SD  Resonant Score                 F Familiar 11 24 16
B14 S7  Grimoire Lumina II             f Ethereal  5  6 29
    A1  Aegis                          m Ethereal  4 12 31
    SD  Rapturous Score                         +
    S6  Grimoire Wendigo II                 Dagon 10 19 18
B15 S3  Grimoire Tonnerre II               Gorgon  2 23 19
    A2u Fruede Helm                    m Ethereal  9 23 21
    S9  Grimoire Inondation II         f Ethereal  8 26 24
    S9  Grimoire Glaciation II         f Ethereal 10 26 24
    S7  Grimoire Chatiment II      Crystal Dragon 12 25 24
B16 S9  Grimoire Fournaise II             Phoenix  6  8 15
    S9  Grimoire Ouragan II                 Titan 13 11 15
    MDu Livela's Harp                  f Ethereal 12 25 17
    M3u Oracion                        m Ethereal 13 27 19
----------------------------------------------------------
San Bronsa Ruins
----------------------------------------------------------
----------------------------------------------------------
Floor, Item Type, Item Name           Target Type, X, Y, Z
----------------------------------------------------------

[Item Type]
To conserve space, the item types are abbreviated as CNU.
C is a letter representing the main category of the item
 as it appears in your inventory:
    M = Melee
    R = Ranged
    A = Armor
    S = Arcana
    I = Sundries
N is the number of the item's subtype as displayed in the
 inventory menu, starting with All subcategory at 0 and
 counting up from left to right.  Numbers greater than 9
 are represented as uppercase letters starting with A=10.
U is present for a unique item and is otherwise absent.
Example: A3u Ji'ygla's Darkcoat is an Armor (A), subtype
 Body Armor (3), and is unique (u).

[Item Name]
$ prefix means the target that drops this item appears
 during a special story battle here.  Other targets at the
 same location usually cannot appear during story battles.

[Target Type]
 Race Abbreviations:          Gender:        Status:
  H = Human    U = Umbra       m = male       z = Zombie
  W = Hawkman  F = Faerie      f = female     s = Stilled
  R = Reptile  P = Phantom
This may contain the name of a unique enemy that appears
 during a story battle.
+ indicates that the above target also drops this item.

[Coordinates]
The coordinates (X,Y,Z) are the starting position of the
 targets. The lower left corner of the map on the starting
 perspective (Style A cursor movement) is X,Y = 0,0. Move
 the cursor Right X panels, Up Y panels, and the target
 should spawn on that panel which is at Z height.
Note: the target will not necessarily drop the item on
 every enemy configuration--if the item won't drop, reload
 the map until the target appears with a different group.
Coordinates are not provided for named foes.

Drops missing Z height have not yet been confirmed by me.

 

3 hours ago, Sparafucile said:

Hmm.  Saw that the beast "weapons" are now all gone and that Instill does add bonus Touched damage to the basic beast attacks, unlike the unmodded game.  However, Augment does not increase the extra Touched damage from Instill very much, if at all.  Is the smallness of the Augment effect on Touched extra damage working as intended?  Maybe it's not something that can be adjusted anyway.

Yeah, it has no effect, but instills already add 25% extra damage which is pretty substantial, and considering that they already boost your damage when using elemental weapons they do affect instills indirectly. If they also affected them directly, that would be double dipping.

Hey @raics, I'm replaying the mod after around 1 year and a half, and am writting up what I can to get some feedback for you along the way. I'll probably have a big list for you soon.

 

Issues.

For now one of the things vexing me is portrait discrepancy between the some character's warren reports and their actual pictures. This is particulary severe in Sarah's case, where her warren report very clearly points out that she's an archer.

There are a lot of ways to go about this depending on your modding reach and your views, you could (?):

-Replace her warren report portrait AND lore to match her new rogue class. Which is probably not possible, but even if it were, I really don't want the mod to change the lore of the game, even when it comes to minor characters.

-Give the players the option to change her back to archer by allowing her sprite to change with her class. Ugly solution, but a solution nevertheless.

-My prefered solution, which would be to simply give her to us as an archer. (But you really really wants to give us a rogue huh?) Then make that other generic archer that joins at the beginning a rogue, problem solved! I doubt Ronway would have thieves in his ranks, but since you really think we should have acess to the class earlier, this is one most harmless ways to go about it as I see it.

 

This is somewhat related to two other issues I'm having with mod as of now.

1. Trajectory and Art of War.

-Trajectory now, is GOOD. It really is great, and honestly it goes along with archers very well, HOWEVER, the name doesn't fit it's description anymore., so something like "Snipe" would be better, since the skill is all about getting perfect shots with perfect line of sight.

-Take trajectory off every class that's not archer or fusilier. They're the game's two professional shooters, it only makes sense that the Sniper skill is exclusive to them. If you really think the skill should be in other classes, you could make it scavengable. In any case I don't think thieves should have this skill, it doesn't make sense and they are already powerful as is.

-Archers having acess to art of war is completely insane. Archers in medieval times were for the poor, and I suppose that holds true for the game since I can hardly find a case of a highborn archer on warren's report (Is there even a battle where an archer leads a squad thats not bandits, rebels and such?). So I think it's very fair to think that the average archer would NOT have the means to fabricate things like poison, and it's not like the class even needs a buff gameplay wise. 

I see Archers as I see Warriors. Warrior's master of melee weapons and archers of ranged weapons. They're damage dealers, great at what they do, but no more, and that should be more than good enough. All in all, it makes no sense why such a strong class should be given more tools to play with, both gameplay and lore wise. Ninja's are already niche enough, no need to bastardize their unique skill set. Archers already have acess to jump and water walking support skills, not only that, but being such a simple class they have the space as well to fit those in.

- I don't mind archers having acess to daggers, but where does that 50 tp finisher comes from? That should go asap, or at the very least make it into a tp costing skill or finisher that they should equip or level to use.

 

2. Cudgels for everyone.

-I'll be able to go more into detail for this later, but I'm not a fan on how everyone can equip a magic wielding weapon.

When you start a game, in chapter one after you get your troops for the Duke go and check what the most usable weapon is.

Swords that anyone can swing? Axes, a peasant weapon perhaps?

The most usable weapon will be magical cugdels, which is odd lore wise.

 

3. Clerics.

- They do decent melee damage and are extremely useful. I would suggest cutting back on the heal range. At this point in the game I can attest that the "Recue X person" mission issue is a thing from the past.

Things I'm not sure about.

-Some classes have acess to weapons they can't buy skills for, like the berserker with swords, is this intended?

-Skill order is a bit of a mess, very minor detail though. For instance, the instill "element" being in the middle of support skills despite being a active skill.

-Other minor things I will be able to grasp later. You're likely aware of them already.

-Warlocks, like, what the fuck? I'm don't even have suggestions since I've never quite understood them in vanila, but still. What the fuck?

- Pumpkins going around like... candy. Now look, you won't ever find me defending the crazy grind from vanilla, but perhaps we can be more tactiful about the way we hand these? Maybe spread them around in Phorampa Woods, god knows that dungeon is useless.

 

General suggestions.

I'll also leave some neutral suggestions I have, that might or might not be reasonable.

 

1. Incap/Death titles revamp.

- Make it so that the player can get all the titles related to death and incaps simultaneously.

* Gifted Warrior: "Had fewer than twenty incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 11~20 units fall in battle.


* Master of Tactics: "Had fewer than ten incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 1~10 units fall in battle.


* Hero King Unscathed: "Had no incapacitated units after the final battle in the Hanging Gardens"

Finish the game with no units ever falling in battle.

 

Changed to:

 

* Gifted Warrior: "Had fewer than twenty incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 0~20 units fall in battle.


* Master of Tactics: "Had fewer than ten incapacitated units after the final battle in the Hanging Gardens"

Finish the game after letting 0~10 units fall in battle.


* Hero King Unscathed: "Had no incapacitated units after the final battle in the Hanging Gardens"

Finish the game with no units ever falling in battle.

 

Meaning that if the player finishes the game with zero deaths and incaps, he would get all of these otherwise annoying titles. Another minor important detail would be to have the "best" title showing up after.

If I got 0 deaths, I would have the "Hero King Unscathed" title showing, if I had 7 deaths, the title showing would be "Master of Tactics" and so on.

 

2. Leonar on neutral.

-The dream will never die. This is were I break my "no messing with the lore" code. Make neutral great again.

 

This is it for now. I have you to thank for revitalizing this game for free with such great skill, also apologies if I come overly strong, I'm just feel really passionate about this whole thing

 

9 hours ago, OneV8 said:

This is it for now. I have you to thank for revitalizing this game for free with such great skill, also apologies if I come overly strong, I'm just feel really passionate about this whole thing

Don't worry about it, none of us would be here if we weren't passionate about the game.

Portrait issues

I will probably be able to change the warren report portraits down the line, it isn't a major issue so it's better if I spend the time chipping away at the mountain of things that need to be done, we'll see about portraits later. Meanwhile I released the code generator you can use to change the way any special character looks, that probably solves all of the issues regarding 'I don't like how the character X looks now'. Having Sara as a rogue is a good thing because there are some nice early game steals you can get with her.

Archers

I think it's fine if trajectory is a general skill, not many classes have access to heavy ranged weapons or are trying to go for being an exclusive ranged attacker so they can't justify using a skill slot for trajectory as easily, but I feel it's still important to give them the option because of how generally useful it is, rogues have bullseye but it's probably more useful in combination with sidearms. The main reason archers have art of war is that many have felt that the class is a bit dry, warriors have a large weapon selection and can be a discount tank, raw dps or light skirmisher but archers are a lot more specialized, disabling skills are what you'd commonly expect from an archer in games, so it kinda fits. I'm no historian, but they say good bowmen were often paid better than your regular man-at-arms and was hardly an exclusive job for the unwashed masses, especially if we look outside of medieval europe, after all, the samurai were skilled archers first and foremost, and then everything else. The finisher is there because even though an archer could equip a dagger, there would be little reason to besides spending less RT to use your weapon than you normally would and having access to different finishers, it's there for the sole purpose of making that weapon combo more tempting.

Cudgels

They're available to all classes that can use magic, so it's just a side effect of more classes being able to, warriors can't use magic so they're limited to only the quarterstaff sidegrade. On that note, those transferable weapons are just supposed to mean it's something you wouldn't normally learn as that class, they probably wouldn't teach you how to swing a light sword on the berserker academy but if you picked it up somewhere else it can be put to use as a berserker, you won't be violating the rules and might get laughed at by your classmates only sometimes.

Clerics

I'd sooner make them a bit worse at other things if needed, healing is their primary role after all.

Other

Unfortunately, can't do anything about default skill sorting. About pumpkins, having to get 30 is a bit much so the plan is to have around 20-something from the campaign by the time you can get deneb so there's only a bit more to go, you will probably be able to get them in phorampa and other places for that last spurt, and there are other things phorampa will be good for. Can't do anything about titles at the moment, unfortunately.

If Leonar ends up recruitable, it will probably be in chaos, neutral got enough candy now.

10 hours ago, raics said:

Unfortunately, can't do anything about default skill sorting.

Not so.  Unless you tried and it messes up skill effects?  The skill 'metadata' table has an effective List Order field--magic skills are down in the list but still sorted at the top.  As long as you reorder each entry between the current and new position so each is a unique value, it looks like reordering works fine to me.

I did a quick test--switched Deathproof and Swiftfoot1 on an old save--and it appear to work fine: Swiftfoot increased Move even though it was 'out of order'.  The list order is part of saved game data, so my edit did not appear until after I reapplied the Default sort; the new sort was preserved if I saved.  Did not test if a new sort is natural for a new game.

1 hour ago, Sparafucile said:

Not so.  Unless you tried and it messes up skill effects?  The skill 'metadata' table has an effective List Order field--magic skills are down in the list but still sorted at the top.  As long as you reorder each entry between the current and new position so each is a unique value, it looks like reordering works fine to me.

I did a quick test--switched Deathproof and Swiftfoot1 on an old save--and it appear to work fine: Swiftfoot increased Move even though it was 'out of order'.  The list order is part of saved game data, so my edit did not appear until after I reapplied the Default sort; the new sort was preserved if I saved.  Did not test if a new sort is natural for a new game.

I remember tampering with it before and it wasn't working right so I probably messed up somewhere. I'll give it another go when the next version is ready, if it works on re-sort it should work when starting a new game.

Really liked what you did with the three nobodies in neutral, they're so cool now the warren report thing didn't even bother me. Chamos is particularly awesome because we never got a special ninja in vanilla.

Hobyrim's new class is the truth, finally feels like badass he's supposed to be.

Also, last time I played this mod, I felt ninjas were a bit underwhelming. Not the case anymore, they are absolutely fucking perfect right now. 

I wish I would've tapped a recent match I had where Chamos basically climbed the walls of the castle with that monkey skill, disabled the mage leader's personal guard while the rest of them were fighting my troops on the lower ground then proceeded to assassinate the shit out of her with the help of canopus. That was the singlest most ninja thing I've ever done in my life.

Enemy skills for story battles are amazing right now, even if your grind isn't over, I can see you'll get it done.

 

Terror Knight's are feeling a bit underwhelming however (not that they're weak, but that they are too much on the boring side). 

It seems like the only way to get spellstrike is with cudgels (lame) or lizard cocaine, so some things I thought were:

1. My best solution is to give an earlier spellstrike buff spell to warlocks, so we can pair them with T. Knights and wreck terror on everything. Right now I really don't feel the slightest inclination to use a warlock, so you would kill two birds with one stone.

2. Give Terror Knights a TP consuming spelltrike skill buff. This would be pretty good as well, and not overpowered since they keep this class keeps the skill slots busy.

3. Give Terror Knights earlier acess to lament of the dead. Right now with two handers they feel like quirky beatsticks, and cudgels aren't a option for me, so doing this would make them more exciting earlier in the game.

 

I don't think I'll ever agree with archers using art of war, but I really wish you would consider making the dagger bind finisher into an equipable skill, if only for aesthetical purposes. No class should be given a brand new finisher just from equiping a type of weapon , it's ugly and non intuitive. Then archers would have to use a skill slot, but it would also allow them to cripple and shoot in the same turn. Not sure about this balance wise, I just want to fix this aesthetical problem.

 

Also, you mentioned that archers felt a bit dry. That's what I got from Berserkers. The solution here would be pretty simple imo, give them HP infusion and make that "last stand" or something skill take more percentual HP, OR you could also look into a skill that gives them death resistance, like they use them, and their HP can't go below one until their next turn (unless someone, say a juggernaut, disarms them) this is pretty strong, so it would have to cost a lot of TP or be a late game thing. 

 

A segment of the spears should really be DEX oriented.

 

Weird suggestion:

Have you ever considered changing warrior/amazon sprites/portraits? They are easily the most boring/ugly in the game. I could get behind giving them a more medieval guerrilla look, I just don't know which sprite would fit, no recolors of other classes or important characters leaves me out of ideas.

 

Anyways, I'm having the most fun I ever had playing this game. Even now as the mod is incomplete I can say that the game's balance quality finally matches that of the story.

11 hours ago, OneV8 said:

Terror Knight's are feeling a bit underwhelming however (not that they're weak, but that they are too much on the boring side). 

It seems like the only way to get spellstrike is with cudgels (lame) or lizard cocaine, so some things I thought were:

1. My best solution is to give an earlier spellstrike buff spell to warlocks, so we can pair them with T. Knights and wreck terror on everything. Right now I really don't feel the slightest inclination to use a warlock, so you would kill two birds with one stone.

2. Give Terror Knights a TP consuming spelltrike skill buff. This would be pretty good as well, and not overpowered since they keep this class keeps the skill slots busy.

3. Give Terror Knights earlier acess to lament of the dead. Right now with two handers they feel like quirky beatsticks, and cudgels aren't a option for me, so doing this would make them more exciting earlier in the game.

 

I don't think I'll ever agree with archers using art of war, but I really wish you would consider making the dagger bind finisher into an equipable skill, if only for aesthetical purposes. No class should be given a brand new finisher just from equiping a type of weapon , it's ugly and non intuitive. Then archers would have to use a skill slot, but it would also allow them to cripple and shoot in the same turn. Not sure about this balance wise, I just want to fix this aesthetical problem.

 

Also, you mentioned that archers felt a bit dry. That's what I got from Berserkers. The solution here would be pretty simple imo, give them HP infusion and make that "last stand" or something skill take more percentual HP, OR you could also look into a skill that gives them death resistance, like they use them, and their HP can't go below one until their next turn (unless someone, say a juggernaut, disarms them) this is pretty strong, so it would have to cost a lot of TP or be a late game thing.

 

A segment of the spears should really be DEX oriented.

 

Weird suggestion:

Have you ever considered changing warrior/amazon sprites/portraits? They are easily the most boring/ugly in the game. I could get behind giving them a more medieval guerrilla look, I just don't know which sprite would fit, no recolors of other classes or important characters leaves me out of ideas.

 

Anyways, I'm having the most fun I ever had playing this game. Even now as the mod is incomplete I can say that the game's balance quality finally matches that of the story.

If you want your terror knights to be more accurate with spells you can fix it with gear to an extent, you have to sacrifice a bit of defense or damage potential, but that's what's keeping you from getting an efficient heavy armor mage too easily, if they're still too unreliable their caster stats can just be increased. There's no real need to introduce a buff dependence in this case, it's fine for beasts because they're supposed to hit their full potential only when paired with a tamer, I don't think a terror knight should be dependent on other units like that, they're a bit of edgelords after all.

A fair few classes get minor finishers like the archer, we got fusiliers, necromancers, priest, paragon, now hobyrim and you also shoot with gunblades that way, the usual reason is that designating something as a finisher is the only way to have a skill that fully uses your weapon stats and skill. Archer's hamstring move could work as an active or special, but it requires a dagger so you have to give up on using a 2h ranged weapon to access it, as I said, the move gives more purpose to a setup like that. Historically, archers would be reasonably armored and have a sidearm they're fairly competent with instead of trying to do the legolas point blank shot, so when they do get flanked the attack could go worse than expected, this surprise move is an homage of sorts to that.

Berserkers are supposed to be pure offense and they currently do their job well, if anyone wants a strong attacker with defensive skills he should use a swordmaster, that's what they're for.

A dex spear could exist, but I can't do a whole segment, they now have to cover 1h and 2h options in both the main and sidegrade flavor including as many elements in each as possible, there just isn't enough room to do dex spears too.

If I'm able to change the warren report portraits the other ones shouldn't be hard either, I wouldn't mind changing the portraits for soldiers if I'm able to match the art style. They're something of a staple in the series, however, so I'd have to pass it by the community first.

Ok can I just back away and say that I want Draconic spellstrike because... of reasons? Like really good reasons totally unrelated to terror knights? Promise.

3 hours ago, raics said:

A fair few classes get minor finishers like the archer, we got fusiliers, necromancers, priest, paragon, now hobyrim and you also shoot with gunblades that way, the usual reason is that designating something as a finisher is the only way to have a skill that fully uses your weapon stats and skill. Archer's hamstring move could work as an active or special, but it requires a dagger so you have to give up on using a 2h ranged weapon to access it, as I said, the move gives more purpose to a setup like that. Historically, archers would be reasonably armored and have a sidearm they're fairly competent with instead of trying to do the legolas point blank shot, so when they do get flanked the attack could go worse than expected, this surprise move is an homage of sorts to that.

That's exactly my issue with this approach. I didn't even know there were other free finishers available because there simply isnt nothing intuitive in the game to say that these are there in the first place!

Reworking those into skills would not only make for better aesthetics, it would actually inform the player that those actually exist! without having to go through the gigantic changelog doc. It's a win no matter what.

In the archers case it would be something like this: 

Skill Cripple (Active, 50 TP), next dagger melee strike will inflict bind with 100% acc (Think T Knights Fear strike). Price 120 skill points or something.

 

4 hours ago, raics said:

Berserkers are supposed to be pure offense and they currently do their job well, if anyone wants a strong attacker with defensive skills he should use a swordmaster, that's what they're for.

I could use the same argument for archers, yet here we have them inflicting silence and poison. Take a look into how characters such as Tryndamere work, he's a perfect example of a Berserker, and yes they CAN have self sustain, it wouldnt take away from their theme, it would just keep their skill slots more busy and make them more interesting to use. 

Swordmasters are about avoiding, countering, ultility and grace. Berserkers can be pure damage dealer brutes running on TP gasoline. It's awesome design and their positions don't overlap at all.

 

4 hours ago, raics said:

If I'm able to change the warren report portraits the other ones shouldn't be hard either, I wouldn't mind changing the portraits for soldiers if I'm able to match the art style. They're something of a staple in the series, however, so I'd have to pass it by the community first.

 

It's only fair, I wouldn't have it any other way.

 

Also, some minor things I've seen in Neutral.

 

-When rescuing Cerya from Oz, even if you bring Cistina she won't say her lines. The reason for that is that apparently whoever gets a turn first gets the dialogue (From Bayin, Folcurt and Cistina) and the others stay without. The issue is that in the Vanilla Cistina would be much faster and would usually get dialogue preference, here if you bring Bayin as a mage, it's almost guaranteed he will talk to Cerya instead of Cistina, since he is much faster with lighter gear. Just a small tidbit, vexed me a bit, because it's obvious that Cistina is the one who should get dialogue preference here.

 

-While I do really like the evacuation system, using it on the 3 nobodies from the neutral route will send them straight home, and we wont get their dialogue from reviving them. It's a minor thing, but since it's basically all the interaction we will ever have with these characters, I missed their dialogue there.

7 hours ago, OneV8 said:

I could use the same argument for archers, yet here we have them inflicting silence and poison. Take a look into how characters such as Tryndamere work, he's a perfect example of a Berserker, and yes they CAN have self sustain, it wouldnt take away from their theme, it would just keep their skill slots more busy and make them more interesting to use. 

Swordmasters are about avoiding, countering, ultility and grace. Berserkers can be pure damage dealer brutes running on TP gasoline. It's awesome design and their positions don't overlap at all.

 

-When rescuing Cerya from Oz, even if you bring Cistina she won't say her lines. The reason for that is that apparently whoever gets a turn first gets the dialogue (From Bayin, Folcurt and Cistina) and the others stay without. The issue is that in the Vanilla Cistina would be much faster and would usually get dialogue preference, here if you bring Bayin as a mage, it's almost guaranteed he will talk to Cerya instead of Cistina, since he is much faster with lighter gear. Just a small tidbit, vexed me a bit, because it's obvious that Cistina is the one who should get dialogue preference here.

 

-While I do really like the evacuation system, using it on the 3 nobodies from the neutral route will send them straight home, and we wont get their dialogue from reviving them. It's a minor thing, but since it's basically all the interaction we will ever have with these characters, I missed their dialogue there.

You can't really use that argument here, berserker is frontline dps, swordmaster is an evasive all-rounder, spellblade is a light supporter tank, 'pure long range dps' is what archers were in vanilla and in the mod they are a backline harassment unit, art of war only reinforces that role. When berserkers need self-sustain it's usually tied to their dps in some way, with life leech or on-kill effects which are either tricky or impossible here, but the main thing is that berserkers tend to have that when they are on their own, this is obviously a team game so your healers and supporters are their sustain.

Minor finishers are usually tied to the only weapon the class can use so you will get them eventually, there's no decision to be made depending on it so the lack of information isn't an issue. For archer or necromancer it's just an extra to spice up the setups you won't normally use with the class, and those that like to plan everything ahead will use my class table anyway because the game doesn't tell you which skills or spells can the class learn so it's nothing out of the norm and I could just add the minor finishers in there.

The dialogue issue can't really be solved elegantly because I can't make a character or an entire class faster or slower just because of that or reintroduce revives, it would be nice to have both but in cases where I have to choose between lore and gameplay it's gameplay first.

6 hours ago, raics said:

You can't really use that argument here, berserker is frontline dps, swordmaster is an evasive all-rounder, spellblade is a light supporter tank, 'pure long range dps' is what archers were in vanilla and in the mod they are a backline harassment unit, art of war only reinforces that role. When berserkers need self-sustain it's usually tied to their dps in some way, with life leech or on-kill effects which are either tricky or impossible here, but the main thing is that berserkers tend to have that when they are on their own, this is obviously a team game so your healers and supporters are their sustain.

Minor finishers are usually tied to the only weapon the class can use so you will get them eventually, there's no decision to be made depending on it so the lack of information isn't an issue. For archer or necromancer it's just an extra to spice up the setups you won't normally use with the class, and those that like to plan everything ahead will use my class table anyway because the game doesn't tell you which skills or spells can the class learn so it's nothing out of the norm and I could just add the minor finishers in there.

The dialogue issue can't really be solved elegantly because I can't make a character or an entire class faster or slower just because of that or reintroduce revives, it would be nice to have both but in cases where I have to choose between lore and gameplay it's gameplay first.

In the berserkers case that's why I suggested the HP infusion skill. It's an indirect life steal, since damage reaps TP and that gets turned into life. And Tryndamere IS a teams game character. I mean, you have to at least admit that the HP infusion skill fits the berserker thematically. If it would be balanced or not, it's another matter.

Also I didn't quite get what you meant about the intuitiveness of which skills, spells and stuff are available. Unless we're talking about scavenging, the game clearly tells you if you can or not use a spell or skill and which classes can equip said spells or skills. There's literally nothing pointing out that archers have a bind finished when equipping knives, for instance. But yeah, I didn't get to see many of these yet. Necromancer still lvl 1.

Thoughts on giving the Canopus Vartan, anatomy? Thought about it since non human classes usually have it, so why not a special one. Would gladly replace air magic with it, since his int is so low.

I really want that draconic spellstrike. Making Denam addicted to black lizard cocaine will hinder his leadership's skills (and my pockets) long term.

17 hours ago, OneV8 said:

In the berserkers case that's why I suggested the HP infusion skill. It's an indirect life steal, since damage reaps TP and that gets turned into life. And Tryndamere IS a teams game character. I mean, you have to at least admit that the HP infusion skill fits the berserker thematically. If it would be balanced or not, it's another matter.

Also I didn't quite get what you meant about the intuitiveness of which skills, spells and stuff are available. Unless we're talking about scavenging, the game clearly tells you if you can or not use a spell or skill and which classes can equip said spells or skills. There's literally nothing pointing out that archers have a bind finished when equipping knives, for instance. But yeah, I didn't get to see many of these yet. Necromancer still lvl 1.

Thoughts on giving the Canopus Vartan, anatomy? Thought about it since non human classes usually have it, so why not a special one. Would gladly replace air magic with it, since his int is so low.

I really want that draconic spellstrike. Making Denam addicted to black lizard cocaine will hinder his leadership's skills (and my pockets) long term.

Sure, berserker could have a skill like that in another kind of game, but he doesn't need it here and probably shouldn't have it.

I meant that you don't know exactly which skills and spells your class can use until you obtain all spells and fully level some other class that can use those skills because they don't show at level 1, compare with something like the FF12 license board where you know in advance which skills and spells the class will be able to use.

Hawkmen count as humans so they can't have anatomy, Tamuz can use it with some of his classes because ravenmen count as umbra.

16 hours ago, raics said:

Sure, berserker could have a skill like that in another kind of game, but he doesn't need it here and probably shouldn't have it.

I meant that you don't know exactly which skills and spells your class can use until you obtain all spells and fully level some other class that can use those skills because they don't show at level 1, compare with something like the FF12 license board where you know in advance which skills and spells the class will be able to use.

Hawkmen count as humans so they can't have anatomy, Tamuz can use it with some of his classes because ravenmen count as umbra.

Well, what else can I say, I hope gods light touches you one day.

But I want to ask some questions about chapter 4 if that's ok.

Seems like I got to the point where you haven't touched enemy skills. It's a bummer really. But not only that, some of our character skills and jobs feel off.

-Cerya being a Valkyrie for instance (you mean for her to be a dragoon, right?)

-Lots of annoying card drops.

-Special items not dropping 100%.

-Nothing skills all over everyone, including our guys.

My question in this case is about Ehlrig. What are your plans for him?

I think his current Sprite is perfect, very guerrilla like, but he being a cleric not so much. So I thought rogue or warrior fits best, and from these I prefer warrior since we never get a warrior special character, and you already included Sarah as a rogue.

This makes come to the conclusion that I find beast masters generic Sprite and portrait perfect for the warrior class. One weird thing you could do is make either make gunpp a named generic, by turning all warriors into beast masters and turning all beast masters into a version of gunpp's sprites (no idea for the female version), or you could give gunpp a special class, since he is an actual unique, he deserves it, no doubt about it.

I also wanted to ask about the RT advantage thing special characters have. I remember in the vanilla there were some characters that worked just like normal generics and chamos who was actually worse than a normal generic. Was this fixed in OV? What about our boy Ehlrig and that Donnalto's replacement?

Whew. Will we ever have get a Matra, what about a special swordmaster thats not hobyrim?

Last but not least, I'll just go ahead and ask.

How to use Warlocks tips and tricks?

6 hours ago, OneV8 said:

Well, what else can I say, I hope gods light touches you one day.

But I want to ask some questions about chapter 4 if that's ok.

Seems like I got to the point where you haven't touched enemy skills. It's a bummer really. But not only that, some of our character skills and jobs feel off.

-Cerya being a Valkyrie for instance (you mean for her to be a dragoon, right?)

-Lots of annoying card drops.

-Special items not dropping 100%.

-Nothing skills all over everyone, including our guys.

My question in this case is about Ehlrig. What are your plans for him?

I think his current Sprite is perfect, very guerrilla like, but he being a cleric not so much. So I thought rogue or warrior fits best, and from these I prefer warrior since we never get a warrior special character, and you already included Sarah as a rogue.

This makes come to the conclusion that I find beast masters generic Sprite and portrait perfect for the warrior class. One weird thing you could do is make either make gunpp a named generic, by turning all warriors into beast masters and turning all beast masters into a version of gunpp's sprites (no idea for the female version), or you could give gunpp a special class, since he is an actual unique, he deserves it, no doubt about it.

I also wanted to ask about the RT advantage thing special characters have. I remember in the vanilla there were some characters that worked just like normal generics and chamos who was actually worse than a normal generic. Was this fixed in OV? What about our boy Ehlrig and that Donnalto's replacement?

Whew. Will we ever have get a Matra, what about a special swordmaster thats not hobyrim?

Last but not least, I'll just go ahead and ask.

How to use Warlocks tips and tricks?

Sure, the chapter 4 isn't done yet, I'm doing it in the order from game files ch1, ch2 chaos, ch2 law, ch3 neutral, ch3 chaos, ch2 law, ch4. So, cerya will join as a dragoon, skills will be fixed, Ehlrig could be a warrior, why not. Swapping sprites around just like that doesn't work, however, the game won't load them and you will have blanks, the actual graphics have to be changed so that will happen when I fix the warren report.

The RT values were standardized, special characters have either a -2 or -4 advantage, depending on the character and uniques have -4 or -6. It goes towards their stat totals, so when vyce has -6 it means he has a lower total in other stats than, say, gildas who has -4. We can't get a matra class because those class slots can't be used by the player, and if we're missing a special character you can just use those codes to tweak anyone's appearance to your liking.

Warlocks can do a lot of things, their default role is mid range supporters but it's really up to you. If you want, you can do something like equip them for max defense, use only their buffs and stick them in front to hit things and get hit so they have the TP to empower your golem, or you can outfit them as a full caster and keep the back line ticking.

On 2020/4/21 at 10:23 AM, OneV8 said:

How to use Warlocks tips and tricks?

From my experience, maximize AVD and physical DEF, equip him with a dagger that boosts MND with an effect to use to increase magic accuracy (Spellstrike), and let him spam shutdown magic (stop (ice magic), shackle (fire magic) or petrify (earth magic)). With cheap HP and MP restoration skills, he can finish the job extremely well. If MND is not high enough to guarantee accuracy after Spellstrike, then sacrifice some durability for more MND. In this build, Warlock cannot deal much damage himself (he can deal some mild damage by using Draconic magic) but I think it is much more rewarding to shut down enemies with nearly 100% successful rate, since, according to Lanchester's laws, it would be much easier to win the battle after shutting down some enemies.  Actually I think Warlock is too strong...

As for the boss with full ward, you may use the water magic that inflicts leaden + slow + RT delay, and it would be easy to kill the boss then. Besides the debuff magic mentioned above, there are a lot of useful supporting spells as well...

 

To say some digression, to shut down Cleric and Knight (who may use Divine magic to cancel shutdown state), you may use male Spellblade or Rogue with weapons having Sleep effect (a fan which is a variant of Dagger, and a blowgun) and employ their guaranteed attack skill for themselves and hit to make Cleric and Knight sleep. Or you may use Archer or Ninja to silence them with the help of Art of War.

@raics

Some feedback:

-Death March doesn't count towards the allies slain counter (tried making a unit just use the potion, then tried to have a unit incapacitated and waited for the counter to reach 0, neither counted). So it doesn't help with titles, which is a bummer. Btw, is there a way to raise lost hearts back?

-Chapter 3 chaos Spellbinder on replay through world will have some pretty good active skills about being immune to attacks or something, which is awesome. But he never really uses these skills even when he both can and needs? Not sure if a bug, a issue with these skills or just a normal AI being dumb thing.

-Sidghe ring effect lasts too little and warping gets stopped by Rampart Aura, it's a bit underwhelming.

-Griffons (the only beast i've tested) ability to do damage is severely hindered at this moment, empower beast will barely up the damage to that of weakest humanoid units.

-Blunderbuss damage difference is too little from the other finishers to make up for the lack of range. It's very underwhelming right now.

-Blade Knight's Discord is very overpowered.

-Lord seems too dependent from the art of war command. Making it able to go into water without skills would be a step foward.

Am really enjoying warlocks and draconic spells right now, but even though some spell descriptions says it deals SLASHING or CRUSHING damage, no matter what using the same weapon the damage will be basically the same with all other spells. I think it would be cool to match some weapon types with some spells. Having cudgels and hammers do great Aura CRUSHING damage and meh Demon SLASHING damage for instance. It would be cool also if it raised weapon skill experience as well. Making them into true weaponized spells similar to those sword commands from FFT.

On 4/29/2020 at 12:21 AM, OneV8 said:

@raics

Some feedback:

-Death March doesn't count towards the allies slain counter (tried making a unit just use the potion, then tried to have a unit incapacitated and waited for the counter to reach 0, neither counted). So it doesn't help with titles, which is a bummer. Btw, is there a way to raise lost hearts back?

-Chapter 3 chaos Spellbinder on replay through world will have some pretty good active skills about being immune to attacks or something, which is awesome. But he never really uses these skills even when he both can and needs? Not sure if a bug, a issue with these skills or just a normal AI being dumb thing.

-Sidghe ring effect lasts too little and warping gets stopped by Rampart Aura, it's a bit underwhelming.

-Griffons (the only beast i've tested) ability to do damage is severely hindered at this moment, empower beast will barely up the damage to that of weakest humanoid units.

-Blunderbuss damage difference is too little from the other finishers to make up for the lack of range. It's very underwhelming right now.

-Blade Knight's Discord is very overpowered.

-Lord seems too dependent from the art of war command. Making it able to go into water without skills would be a step foward.

Am really enjoying warlocks and draconic spells right now, but even though some spell descriptions says it deals SLASHING or CRUSHING damage, no matter what using the same weapon the damage will be basically the same with all other spells. I think it would be cool to match some weapon types with some spells. Having cudgels and hammers do great Aura CRUSHING damage and meh Demon SLASHING damage for instance. It would be cool also if it raised weapon skill experience as well. Making them into true weaponized spells similar to those sword commands from FFT.

- The potion is there just to make skill poaching easier and less painful for the recipient, the warranty doesn't cover anything beyond the intended use. If your hearts went to zero you can't bring them back up.

- The AI is probably just being wack as usual, I've seen enemies use ivory tower before.

- Maybe, but I think there was some mention somewhere about warp removing the RT cost from movement, which does give it an edge of sorts over fly when there's no rampart around.

- Yes, it was a side effect of the armor rearrangement, it will be taken care of in next patch.

- It's a damage scaling finisher so it needs be fully charged to shine.

- Yup, I expected it will be too strong, I'll probably dial it down a bit.

- There's a ton of units that don't have waterstep and can't natively go into water, it's pretty common so we can't say that lord drew the short straw, he has a lot of useful things in that set too so it isn't as if we're taking it just for waterwalk.

- Might have mentioned it before when we talked about those minor finishers, but the only way to tie the ability fully to your basic attack damage is making it a finisher, and an ability can't be a spell and a finisher at the same time, also, you can't give it to multiple classes, it's either limited to one class or available to everyone that can equip that weapon type. You probably won't notice any difference in damage type when a low offense unit like warlock is attacking a high toughness unit because the damage overhead will be either very low or non-existent, the armor type vulnerabilities aren't a huge factor anyway and only kick in in some situations, the physical damage type on some abilities is mostly there to tell you that their damage overhead will be more easily resisted than for pure elemental abilities. That could be changed by moving a higher portion of damage to stats but that opens more cans of worms than it closes.

17 hours ago, raics said:

- The potion is there just to make skill poaching easier and less painful for the recipient, the warranty doesn't cover anything beyond the intended use. If your hearts went to zero you can't bring them back up.

- The AI is probably just being wack as usual, I've seen enemies use ivory tower before.

- Maybe, but I think there was some mention somewhere about warp removing the RT cost from movement, which does give it an edge of sorts over fly when there's no rampart around.

- Yes, it was a side effect of the armor rearrangement, it will be taken care of in next patch.

- It's a damage scaling finisher so it needs be fully charged to shine.

- Yup, I expected it will be too strong, I'll probably dial it down a bit.

- There's a ton of units that don't have waterstep and can't natively go into water, it's pretty common so we can't say that lord drew the short straw, he has a lot of useful things in that set too so it isn't as if we're taking it just for waterwalk.

- Might have mentioned it before when we talked about those minor finishers, but the only way to tie the ability fully to your basic attack damage is making it a finisher, and an ability can't be a spell and a finisher at the same time, also, you can't give it to multiple classes, it's either limited to one class or available to everyone that can equip that weapon type. You probably won't notice any difference in damage type when a low offense unit like warlock is attacking a high toughness unit because the damage overhead will be either very low or non-existent, the armor type vulnerabilities aren't a huge factor anyway and only kick in in some situations, the physical damage type on some abilities is mostly there to tell you that their damage overhead will be more easily resisted than for pure elemental abilities. That could be changed by moving a higher portion of damage to stats but that opens more cans of worms than it closes.

-It actually makes sense if we're being fair, If you committed suicide the reports shouldn't say you've been KIA (But if I had known this I would have scavenged a lot more, since it doesn't messes with the incap/death titles, maybe put a little PSA in the changelog doc about it, so that people can enjoy the potion without worrying about titles ). But my question was towards missing hearts in living units (like if you still have one or two hearts left). Any way to regenerate them?

-IF the rt thing is true I should it makes up for the rampart aura thing enough, but i'd still up the duration by a turn or two, played through around 400 battles in my current save, aside from the first turn i'll see very little room for active item use.

-About Blunderbuss... That's interesting, I admitelly almost always use a finisher as soon as tp hits a hundred. Might be why there is those MAX TP skills (never tried them).

-Discord is pretty harmonic in the way it works though, I love it's design. Better to leave it overpowered than to ruin it, I say. Otherwise I do think you could get away with nerfing it GENTLY, or making it a skill special, I know I would use it.

-Is not that Lord drew the short straw. You've joined 2 spell commands in one (art of war), so for a unit that can all spells in the game, a command like that, whcih has all kinds of crazy utility is extremely strong and attractive. My suggestion is to be able to take my Lord without Art of war and not feel like I'm missing out on so many things. But I'm not suggesting waterstep, just that he'd be able to imperfectly walk  while submerged in water tiles like archers, valkyries and juggernaults. Denam would never be scared of walking in a little puddle.

-By the way, when learning Art of War spells, even if you fit all the requirements the game will warn you about your skills and levels, a very minor thing I'm sure you've noticed.

- Also, Wind Shot is..., not worth it, it's not even air augmented, tried it with a hammer, and it didn't make a difference. Could you make this special into a Canopus only (Air augmented) finisher? Probably not, I'm pretty sure you can only get away with it with Hobyrim because Blade Knight is exclusive to one character and that class can only equip one weapon... Damn.

- About Draconic spells, I think I understand. Just want to say that I'm trying a 2h Hammer divine augmented Lord (lvl 30~) build right now, and Aura/demon will deal 240~ or so avg damage. Damage differences between those two spells will be from 2~6 points probably (which is the elemental augmentation effect I guess).

 

As always thanks for your work. Just finished the game a second time on chaos, got the two 0 incaps/deaths titles the first time and the two 1-10 incaps/death titles the second. If this keeps up I might be able to make my first perfect save, and god knows I would have already given up have I been playing vanilla. Balance goes a long way into making things fun.

 

14 hours ago, OneV8 said:

-It actually makes sense if we're being fair, If you committed suicide the reports shouldn't say you've been KIA (But if I had known this I would have scavenged a lot more, since it doesn't messes with the incap/death titles, maybe put a little PSA in the changelog doc about it, so that people can enjoy the potion without worrying about titles ). But my question was towards missing hearts in living units (like if you still have one or two hearts left). Any way to regenerate them?

-IF the rt thing is true I should it makes up for the rampart aura thing enough, but i'd still up the duration by a turn or two, played through around 400 battles in my current save, aside from the first turn i'll see very little room for active item use.

-About Blunderbuss... That's interesting, I admitelly almost always use a finisher as soon as tp hits a hundred. Might be why there is those MAX TP skills (never tried them).

-Discord is pretty harmonic in the way it works though, I love it's design. Better to leave it overpowered than to ruin it, I say. Otherwise I do think you could get away with nerfing it GENTLY, or making it a skill special, I know I would use it.

-Is not that Lord drew the short straw. You've joined 2 spell commands in one (art of war), so for a unit that can all spells in the game, a command like that, whcih has all kinds of crazy utility is extremely strong and attractive. My suggestion is to be able to take my Lord without Art of war and not feel like I'm missing out on so many things. But I'm not suggesting waterstep, just that he'd be able to imperfectly walk  while submerged in water tiles like archers, valkyries and juggernaults. Denam would never be scared of walking in a little puddle.

-By the way, when learning Art of War spells, even if you fit all the requirements the game will warn you about your skills and levels, a very minor thing I'm sure you've noticed.

- Also, Wind Shot is..., not worth it, it's not even air augmented, tried it with a hammer, and it didn't make a difference. Could you make this special into a Canopus only (Air augmented) finisher? Probably not, I'm pretty sure you can only get away with it with Hobyrim because Blade Knight is exclusive to one character and that class can only equip one weapon... Damn.

- About Draconic spells, I think I understand. Just want to say that I'm trying a 2h Hammer divine augmented Lord (lvl 30~) build right now, and Aura/demon will deal 240~ or so avg damage. Damage differences between those two spells will be from 2~6 points probably (which is the elemental augmentation effect I guess).

 

As always thanks for your work. Just finished the game a second time on chaos, got the two 0 incaps/deaths titles the first time and the two 1-10 incaps/death titles the second. If this keeps up I might be able to make my first perfect save, and god knows I would have already given up have I been playing vanilla. Balance goes a long way into making things fun.

 

- Yeah, elixirs still work so you can bring the heart count back up when it isn't zero.

- Discord has to stay a finisher because it wouldn't scale with your katana skill, but it should still be possible to nerf it, gently of course.

- Dunno if denam would be all that keen to enter water in his lordish finery, he's probably unused to it, and I honestly don't think it would make art of war much less attractive, it would just make one spell in there a bit pointless.

- Yeah, can't make windshot a finisher, it can be improved in other ways if it's weak, though, not like I exhausted all the options.

Hello i just made a acount just to praise your project and thank you for you efforts in this game thank you 

Continuing this from my rather long post on moddb.

Quote

 

Really enjoying this mod after having spent a total of 216 hours on it -- and I'm only on chapter 4, on my way to Heim (just finished Vanessan Way). I take my time, leveling/building your characters is just so damn fun. Still, I think I'm pretty overleveled with my main party (they're 36/37) by now, but because of level scaling, a decent challenge has been maintained. Now, however, it seems that enemies don't scale all the way up in story battles (they're 33/34). I'm still playing 0.94a, by the way. I started playing 2019 and took several pauses because the game is so demanding. I had missed all the patches and, now, the changes are too great for me to update (might have to replay it with the latest patch one day).

While I have nothing but good things to say about your mod, I think that the game itself is lacking much in interface/text display/quality-of-life features, to a point that is almost hard to tolerate for a command-based game that is all about interface and usability.

Some of the most noteworthy issues:
-Class is not displayed when targeting units, it's only shown in the help text when free scrolling. This is very frustrating when targeting non-human units that all look the same, you have to exit the active character's menu to check the classes and then remember it. This is a basic interface/text issue and probably impossible/hard to fix in a mod.
It shows as:
"Lv. 03 Denam"
When it should be:
"No. 01 Denam
Lv. 03 Knight"

-Tarot cards have similar issues, where the stat is not displayed anywhere. You have to exit the active character's menu to check the stats. Maybe this could be rectified by having the stats after the card's name: "The Magician (INT)", "The High Priestess (MIND)", etc.

-In the active character's act/skills sections, there's no way to quickly check the stats of a spell/item, without having to go to the condition screen. A function to hide/show the infobox with triangle could easily have resolved this. Such an unnecessary design oversight. Just like the previous two issues, this means too much back-and-forth, which becomes quite patience-testing over time. Also, no mention of vertical limit anywhere (if there even is one for aoe spells).

-Hit chance (%) for status effects is not displayed separately for spells/weapons with both damage and a status effect. Since not all spells apply their status effects 100% of the time (like Poison spells, I think), this is a little frustrating. Could you add this to the help text, perhaps? For 2H Swords, for instance: "May inflict STAGGER (40%)". I know it's in the mod document, but it's a little much to always have to look it up.

-The shop has multiple issues: you can't craft multiple items at once; you can only see equipment/inventory or price, not both, even though there's plenty of space at the bottom for the "Equipped/Inventory" display; and you can't see stats for craftable items before actually crafting them.

Still, really enjoyed this mod. Maybe one day Square-Enix will make another edition of this great game where they resolve these issues, add a hard mode with better AI and enemy setups and maybe include some of the changes from this mod.

 

raics's reply:

Quote

Yeah, there are quite a few UI choices that are a bit weird and could be improved. I added the info about which stats they raise when you hover the tarot card and a few other tweaks here and there, but there isn't much I can do about most of it. Technical difficulties aside, if the code was changed substantially we'd probably lose compatibility with original PSP hardware too and that's something I'd like to avoid even if it means some issues remain unresolved.
Maybe I could change the description of the class to include its name when you target the unit, so instead of "This class is your resident tank" it could say "[Knight] is your resident tank".

Anyway, thanks for trying it out, good to hear you still liked the whole experience despite the issues :)

About class names, aren't they shown first in the top info text when you hover over a unit? By help text, I meant the top text, to clarify.

to_ngp_class_hover.thumb.jpg.2bb51b65a8077e349598a1b4a2c21175.jpg

It's when you target a unit that it only says "Select a target" or something and since non-human units all look the same, you have to exit then hover over the unit again to see its class.

About tarot cards, if you change the name of the card to include the stat, does it show in the bottom left? So if you changed "The Empress" to "The Empress (MP)", would it show here:

to_ngp_card.thumb.jpg.214a511b692e87b8ba8ad118446e118a.jpg

As for the hit chance of weapons' status effects, perhaps it could be added to the general weapon description in the select help text, since most have the same accuracy.

to_ngp_2hswords.thumb.jpg.8062a375acfdd633d39551b8e6a2f235.jpg

What about changing this to

Swords (2H) [HEAVY] [STAGGER 40%]
Long blades that require both hands to be used effectively.

or

Swords (2H) [HEAVY]
Long blades that require both hands to be used effectively. May inflict STAGGER (40%), unless another status effect is stated.

I don't think "Weapon Type" is really needed there.

The same thing could be added to top text for spells with less than 100% accuracy. Example "May inflict POISON (50%)." I don't know if you can edit the top text freely or if you're limited to the original characters, since some text scroll past the right edge.

Some other minor text issues:

  • Maybe change uses of slash (/) to "and" or "or" for sake of consistency.
  • Strengthen and Fortify aren't in all caps for Siege and Steadfast.
  • I think the arcanas look better without the word "arcana" at the end. Some minor grammatical imperfections are perfectly acceptable in a mod, I think (when picking up the scrolls). Also liked most of the older spell names better, will miss Paralytic Wave and Icebrand. Perhaps you could change the Art of War spells to just use the basic names, too? So just "Decoy" instead of "Bodyswap Scroll" (or whatever it's called) and "[Something] Dance" instead of "Treatise on [Something or other]".

As you can see, I've now upgraded to 0.963b to see if I can adapt. There's certainly many equipment and spell changes that will take some time to get used to. I actually spent a lot of time getting two pairs of Arkhiatros Mitts, only for them to lose Healcraft (although I don't know if it was very useful to begin with). They instead have Tabula Rasa, which is pretty good, but has also been changed. I may report more after playing some more. Hope you'll consider my suggestions in this post.

11 hours ago, LAN021 said:

...

Right, it would probably be best if I started by saying that those inconsistent uses of 'and', 'or' and '/' are all a consequence of space limitations, which is the biggest problem with most of those suggestions. With some others the problem is that the text isn't in one chunk that I could change, but instead generated on the spot, like 'Weapon Type' + some 'weapon_type' variable whose name the game is fetching, so I wouldn't have any room to put anything there. That aside, the chance and amount for some weapons can vary even for generic weapons within the same class so it's better to put nothing than a number that may be wrong, the general rule is that a stronger status will have a lower proc chance and that a 2h weapon will have a higher chance than 1h, unless the whole class is specialized for status infliction, like blowguns. The proc chance is always the same regardless of the target, so there's no decision involved and you don't really need to know how high it is, you won't pick one target over the other based on that information, you might decide to hit someone else if the target is immune to the secondary effect, though, and the tooltip will hide the icon when that's the case, which is probably good enough.

For spells, the chance differs based on the target so that wouldn't be possible, but there aren't many spells left that do a guaranteed hit and then have a chance for an effect that depends on your stats, maybe there aren't any at all currently. Monster skills have either a guaranteed secondary effect or a fixed 50%-ish chance so showing it isn't helping that much either.

Strengthen and Fortify are intentionally not in caps, to indicate you're getting a usable skill that grants that effect, not the effect itself, didn't really have the room to do anything more than that.

I tried it without the 'arcana' and it was a bit confusing because you'd sometimes forget if you're browsing the list of learned spells or the list of arcana and have to check, shortening some of the spell names was the lesser evil. Scrolls and treatises still have different names because there aren't many of them in comparison with other spells so they aren't hard to remember.

On 8/23/2020 at 12:51 AM, raics said:

I tried it without the 'arcana' and it was a bit confusing because you'd sometimes forget if you're browsing the list of learned spells or the list of arcana and have to check, shortening some of the spell names was the lesser evil.

Well, I can only speak for myself, of course, but I never even once had that issue in my 220 hours of playing. There are only two sections of magic, browse and learn, and they are sufficiently easy to tell apart. When you're browsing, you usually see a longer list of the spells of the school/lore/type that unit is focused on; when you're learning, you see multiple categories with all the random scrolls you have obtained and certain spells are marked with the striking red "mastered" text. Honestly, I can't see how a single individual who is smart enough to play a game as involved as Tactics Ogre would have an issue with this. Maybe it's because when you are playtesting, you have all the arcana in the inventory? In that case, it could be an issue, even then a minor one at most, but that rarely happens when playing normally. I'd definitely reconsider this one since it seems to be one of the few injudicious choices you've made (although you initially made the judicious choice to change the names from the laughably pretentious latin grimoires, you just went semi-back on it).

Fair points on my other suggestions. Saw now that tarot cards are only shown to the left when hovering with move selected, not otherwise.

Have you also considered buffing the rogue class a little? It's seems a little underwhelming, other than for stealing (haven't tried it much in latest patch, admittedly). Maybe decrease the TP of Sneak Attack to 30 or 20 or even make it a passive skill, if that is possible. Also, maybe add some tarot cards for booby traps with basic effects like damage and stun/sleep to the store?

And how about giving familiars access to evacuate 1 and exorcism 1? That way, they'd be great alternate healers. I used them as such in my lower level alt-party, but the lack of those two spells made it a little difficult.

11 hours ago, LAN021 said:

Well, I can only speak for myself, of course, but I never even once had that issue in my 220 hours of playing. There are only two sections of magic, browse and learn, and they are sufficiently easy to tell apart. When you're browsing, you usually see a longer list of the spells of the school/lore/type that unit is focused on; when you're learning, you see multiple categories with all the random scrolls you have obtained and certain spells are marked with the striking red "mastered" text. Honestly, I can't see how a single individual who is smart enough to play a game as involved as Tactics Ogre would have an issue with this. Maybe it's because when you are playtesting, you have all the arcana in the inventory? In that case, it could be an issue, even then a minor one at most, but that rarely happens when playing normally. I'd definitely reconsider this one since it seems to be one of the few injudicious choices you've made (although you initially made the judicious choice to change the names from the laughably pretentious latin grimoires, you just went semi-back on it).

Fair points on my other suggestions. Saw now that tarot cards are only shown to the left when hovering with move selected, not otherwise.

Have you also considered buffing the rogue class a little? It's seems a little underwhelming, other than for stealing (haven't tried it much in latest patch, admittedly). Maybe decrease the TP of Sneak Attack to 30 or 20 or even make it a passive skill, if that is possible. Also, maybe add some tarot cards for booby traps with basic effects like damage and stun/sleep to the store?

And how about giving familiars access to evacuate 1 and exorcism 1? That way, they'd be great alternate healers. I used them as such in my lower level alt-party, but the lack of those two spells made it a little difficult.

Sure, but knowing in which list you are is still something that should be clear without looking too hard, names are something you get used to and the pattern for most spell types is the same anyway.

I'm getting good feedback about rogue and it was a strong class in my last test playthrough, I don't think it needs anything at this point.

Familiar shouldn't match the scope of classes that focus just on utility, it isn't meant to be a full replacement for cleric.

7 hours ago, raics said:

Sure, but knowing in which list you are is still something that should be clear without looking too hard, names are something you get used to and the pattern for most spell types is the same anyway.

I forgot to mention that I also found a lot of the name changes questionable. Impale instead of Icebrand is not a good change, even the vanilla Iceblast is better, same thing goes for a lot of other vanilla names (Spiritsurge, Gravity Flux, Dead Man's Ivy, Major Heal, Word of Pain). I don't think it was an issue of space in all cases, either (seems to be 20-24 chars), so it was probably something you wanted to change either way. Of course, we, the players, have to get used to the names either way, but that's not a valid reason for questionable name changes. Just being honest with you, of course. I admire your dedication to this mod and think most of your changes are great and make the game more enjoyable, but this was not one of those changes. I don't know what feedback you have gotten on these name changes, but at least consider this piece.

There are also icons for browse (exclamation mark) and learn (checkmark), which you can memorize if you really have a hard time telling the sections apart.

magicicons.thumb.jpg.4913d7cedc17db4fabe1c796faad001d.jpg

 

7 hours ago, raics said:

I'm getting good feedback about rogue and it was a strong class in my last test playthrough, I don't think it needs anything at this poin

Really? I see no reason to use them as a speedy fighter class over ninja, other than stealing. Ninjas even have the same ranged options, or very close. Decreasing the TP of Sneak Attack to 20/30 would be a good enough buff, it's a little TP heavy to use constantly. Maybe add automatic weapon proc, too, if that is possible (or another separate proc).

7 hours ago, raics said:

Familiar shouldn't match the scope of classes that focus just on utility, it isn't meant to be a full replacement for cleric.

They still wouldn't replace clerics fully, they don't have mother's blessing, major heal and a few other spells. Evacuate and exorcism just means that they could be used as adequate replacements for clerics. They don't have anything other than divine magic, correct? Even though a lot of elemental spells are listed as learnable they can't actually use them.

15 hours ago, LAN021 said:

I forgot to mention that I also found a lot of the name changes questionable. Impale instead of Icebrand is not a good change, even the vanilla Iceblast is better, same thing goes for a lot of other vanilla names (Spiritsurge, Gravity Flux, Dead Man's Ivy, Major Heal, Word of Pain). I don't think it was an issue of space in all cases, either (seems to be 20-24 chars), so it was probably something you wanted to change either way. Of course, we, the players, have to get used to the names either way, but that's not a valid reason for questionable name changes. Just being honest with you, of course. I admire your dedication to this mod and think most of your changes are great and make the game more enjoyable, but this was not one of those changes. I don't know what feedback you have gotten on these name changes, but at least consider this piece.

There are also icons for browse (exclamation mark) and learn (checkmark), which you can memorize if you really have a hard time telling the sections apart.

magicicons.thumb.jpg.4913d7cedc17db4fabe1c796faad001d.jpg

 

Really? I see no reason to use them as a speedy fighter class over ninja, other than stealing. Ninjas even have the same ranged options, or very close. Decreasing the TP of Sneak Attack to 20/30 would be a good enough buff, it's a little TP heavy to use constantly. Maybe add automatic weapon proc, too, if that is possible (or another separate proc).

They still wouldn't replace clerics fully, they don't have mother's blessing, major heal and a few other spells. Evacuate and exorcism just means that they could be used as adequate replacements for clerics. They don't have anything other than divine magic, correct? Even though a lot of elemental spells are listed as learnable they can't actually use them.

Haven't really gotten much feedback about names, I assume it's one of those things people don't care too much about as long as they have an idea of what the spell does. If the name of the spell isn't an issue, it was fitting the name of the spell together with 'arcana' for the scroll. Anyway, if we put something most people don't care about against a usability issue, the latter is more important after all.

Rogues already have enough advantages over the ninja, they're tougher, have more versatility with full item access and traps, self haste is always good, and their ranged options are much better, as they have 2h crossbows and guaranteed status infliction with bullseye and blowguns, real solid class.

Familiar is good enough at doing its own thing, they don't need to be full divine users to be useful.

I love the mod but I've only been able to find an earlier version to play on my phone as I don't have a computer. If I could just get a ppf I could see all those great updates. I don't really have any bad things to say about the mod, it makes the game much more enjoyable. 

7 hours ago, Trajiin said:

I love the mod but I've only been able to find an earlier version to play on my phone as I don't have a computer. If I could just get a ppf I could see all those great updates. I don't really have any bad things to say about the mod, it makes the game much more enjoyable. 

No need for that, there's now an alternative patching method in the readme where you just extract the files and point the emulator to it, everything can be done on any phone.

Hi raics,

I decided to restart my game as I hadn't played for a while and most of my units turned into completely differents and passives were kinda switched around, that way I could also check the revamped battles for the chapters! So far I have to congratulate you yet again for your excellent work.

I've been playing chaos route and I found the difficulty quite nice, challenging but not impossible, though so far the hardest battle (just started chapter 4) was the battle with Ganp and his 4 beasts in Mount Weobtry, having the 4 beasts come guns blazing with full ward was very rough! I think beasts are in a nice spot (very dangerous for casters if they have any kind of warding and you can't stop them). Found it even harder than battles with Oz+Ozma, as flying units can't really be controlled by phalanx or ailments if they have wards.

I had a question as I've been reading the anatomy change /racial change but I'm not sure I get it 100%. The way it is right now, if a human dragooner has the dragon racial passive, he will get mitigation vs the dragon races but no mitigation vs all the others, correct? Or am I understanding this wrong?

The guide mentions changes to stealing, the stealing update has only been done to units in the campaign, correct ? No updates on the side areas like phorampa, potd, san bronsa, ect...

Thank you for your time

Hi,

The problem with racial skills is I can't really fix them, if a human unit equips anatomy it will get a damage bonus vs humans and a damage reduction when attacked by any race, if it equips draconology it will get a damage bonus vs dragons and no damage reduction. The problem is currently circumvented by barring every class from using racial skills for races that can use the class, so you can't ever equip a racial skill that matches your race so the only thing you're getting is the damage bonus, I considered scrapping them altogether, but they aren't doing any harm this way and add a bit of flavor.

Steal tables were updated for all reworked battles, which is the campaign and some sidequests, I'm currently working on random battles. A good rule of thumb is - if you see that no enemies are equipped with skills they can't use, I most likely reworked that battle and replaced the steal tables.

I'll most likely replace the full ward on ganpp's pets with specific wards, now that beasts got more dangerous removing the option to shut them down is too much of a handicap.

I see, thank you, at least I feel I finally understand the racial skills with that explaination. So far the only unit I've seen that could use their own race skill was Assassin Vice in chaos route (he comes with anatomy).

I don't think there is any need to scrap the the racial skills (they give a good flavour and aren't imbalanced), I just felt confused because both the damage calculator and the Consolidated changes document were not giving instructions clear enough for me.

Thanks for the steal tables confirmation, I'll keep an eye on your rule of thumb, it'll serve me well.

Speaking of full ward, I though I'd ask about it's obtainability by players without hacking. I remember you could get the passive that gave resistance to all ailments in the unmoded LUTC for 10k job points, but testing on my old savefile it didn't seem like I could learn full ward through any legitimate means. Is full ward somehow available outside of the crest of fire and gran grimoire? Or any way to get it (even through corpse scavenging or shenanigans) would be unintended and consequently fixed later on?

3 hours ago, Rafos1314 said:

I see, thank you, at least I feel I finally understand the racial skills with that explaination. So far the only unit I've seen that could use their own race skill was Assassin Vice in chaos route (he comes with anatomy).

I don't think there is any need to scrap the the racial skills (they give a good flavour and aren't imbalanced), I just felt confused because both the damage calculator and the Consolidated changes document were not giving instructions clear enough for me.

Thanks for the steal tables confirmation, I'll keep an eye on your rule of thumb, it'll serve me well.

Speaking of full ward, I though I'd ask about it's obtainability by players without hacking. I remember you could get the passive that gave resistance to all ailments in the unmoded LUTC for 10k job points, but testing on my old savefile it didn't seem like I could learn full ward through any legitimate means. Is full ward somehow available outside of the crest of fire and gran grimoire? Or any way to get it (even through corpse scavenging or shenanigans) would be unintended and consequently fixed later on?

Sure, I left assassin with anatomy on purpose, it makes sense.

You can't obtain full ward legitimately, it's set to be a free use skill so bosses could equip it when needed, which means that if there was some way to get it on your character, they would be able to use it with any class.

Hi raics,

I though I'd give some feedback, though you must have a lot already. Just finished doing the chaos route (I skipped cressidia and missed my timing on diego's quest though, also didn't touch POTD).

Been testing the random fights (quite nice, can't wait for the other areas) and the one handed damage, the changes felt good, I think this balances out dual wielding vs 2 handed a bit better.

I was mostly pleased with the balance (but the jump before going to brantyn felt a bit unnatural to me, I had to get some levels in phorampa), though I feel the need to say that battles with undead are very tedious . With archers being weaker nowadays, I feel like ghosts mage/warlocks lost their nemesis, and their insane mobility (which most classes won't have) makes them real hard to catch. It was specially noticeable in 2 maps, one of the vaasa temple maps (1st or 2nd descent? you start on the lower part with quicksand and fight against 2 golems+ 2skeletons with ramparts and 4 ghost warlocks, you can only be thankful they love lodestone SO much) and the one in hanging gardens with the 4 zombie dragons, 2 ghosts, 2 skeletons and that necromancer. I was actually level 28-9 while doing the gardens (and monsters were at 25, didn't really intend this but I had been getting the recipees and leveling some classes to test them out), and that fight was probably the one I spent the most time on. Maybe I could have brought more casters, but with the tigh layout to go up with the possibility of being thrown out of the map with the stones from dragons and archer knockbacks, you don't really want to take many chances unless you are using winged mans. Also animate dead costing 20 tp makes you want to instantly exorcise these guys so bad.

Regarding classes, I have not yet tested the lich, lord, bucaneer, geomancer, summoner, dragonborn and shaman, but I feel they will most likely be good, I've checked a bit  their available skills/gear on my savefile from the original game with most items unlocked.

Humanoid classes seemed in a good spot, all have their niches with useable weapons, though I felt necromancer is too pingeonholed into his necromancer role, if you aren't playing with undeads on the field this feels like a second beastmaster, a subpar class (lower damage from lack of missiles than mage, worst support/cc than warlock, and the non undead related skills are expensive both MP or TP wise). I wouldn't really mind this pigeonholing if getting the necro spells were easier to obtain, but getting the good stuff like bewitch is pretty hard (in my case leonar didn't drop it sadly), and the mana costs are really hard in the early game (I can see how lifeforce in the endgame is more than enough though). Also, for some reason deflect won't work or level on them, I guess this is bug from the original? Last but not least, getting necro marcs is hard, and only necromancers can learn to recruit undead, so it's a pretty thorny path all in all, seeing as the rooster is already quite limited (whish it wasn't limited to 50 honestly), was a bit bummed about this because male necro has got to be my favorite sprite.

I was very pleasantly surprised by warlocks, they feel like amazing units now, very useful to either support or cc, and they can help sustain others with more MP/HP, very versatile. Probably my favorite rework with the trickster umbra. Angel knights felt good, and it's one of these classes were I wish I had 2 or 3 more skillslots!

I felt monster classes were in a good spot, though the dark and holy dragons felt weak to me. The magic they had access to made them lose part of what makes dragons so dangerous (durable enough to answer back if you don't melt them, and those 100 tp breaths hurt), albeit fear being such a powerful ailment made me almost consider using one for real, I still think the fire or earth dragon wins over as removing TP/RT is very powerful no matter what, and also sadly headhunter doesn't have the dragon empowerement (makes sense considering the character and his history), does dragonborn cover this?

I tested the non human jobs, I felt like they were all very nice, both the hoplite, juggernaut, patriarch / matriarch (by the way, are there plans for evil eye? Or will it still be an enemy only skill?), familiar and trickster (this last one being insanely good in my opinion, has great sinergies between his unique skills and what he can learn, and the stats on umbras complement them very well).

Magic schools feel good, with some having more upfront benefits (fire,earth,dark,light), and other requiring more advanced caster classes (lightning, water, ice), but there is no school I wouldn't consider using, they all have at least 1 or 2 spells that really makes the school shine (ice might be the weakest for me but the stop debuff is so strong this balances it out imho). Draconic is nice despite how hard it is to get the spells, and necromancy has 2 or 3 powerful spells (curse, brainrot/MP burn one with debuffs, bewitch).

Lastly, on equipement, I like the changes a lot, weapons feel very balanced to me, all can find a good use with the appropriate setup.

Regardign armors, I find myself avoiding gauntlets too much -maybe if they had 2 points of passive resistance to crush/slash/pierce more? I also feel their overpower bonus is not enough to sway me over parry or deflect bonuses, though maybe playing at high lvl vs high parry/deflect units might change my mind- as I feel I would be too frail with them on, with their already low defence and avd. Is there any plan (or even a way) to increase the amount of gear there is? I feel like the helm/legguard selection in the endgame is very limited by lot of the legguards being unique now (can't remember if it was the same for helms, I think they were already very limited).

Jewelry wise, I think the balance is great, there are always tough and meaningful choices.

 

After this feedback, I though I'd ask, does POTD and San Bronsa still use their original loot tables (asside from the recipes / spells as they are displayed in the documentation)? Will I be safe going down with old doc? Because I guess the droprates on the items is still as horrendous as it was in the original.

Thank you for your time

9 hours ago, Rafos1314 said:

Hi raics,

I though I'd give some feedback, though you must have a lot already. Just finished doing the chaos route (I skipped cressidia and missed my timing on diego's quest though, also didn't touch POTD).

 

Thanks for the feedback, it was a good read, glad you liked the experience.

You can get some necromancer marks and spell during the campaign, but the number of undead battles in different routes varies a lot so the plan was to add some necromancer related goodies to phorampa, so if you're using undead you have the option to go in there and stock up on some essentials from act 2 onwards, necromancer was indeed meant to predominantly be a 'cleric for the dead' so you need to be using some to get good mileage off them. To rank up and use parry or deflect you need a melee weapon equipped in one of your hand slots, that's one of the fringe benefits of 1h weapon + melee, so a necro could use a book in the main hand for the int bonus, MP boost, and the ability to deflect, and use a crossbow in off hand for some ranged capability.

Dragonborn does have empower dragon, yes.

No plans for giving patriarch evil eye, the only reason they can technically use the skill is because gorgons share the same skill set.

It's hard to hit a good middle ground with gauntlets, as most players love big numbers and everyone would run them on every unit if they weren't such a liability. The current state of using them only on units that can afford to seems ok, honestly. Got a few gear slots left so I could add a few more helms and leggings if I think of something useful.

The loot tables are mostly the same for now, you can find the drop list for recipes and arcana here in the equipment table below

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

and another player is maintaining an equipment drop list for the mod here

https://drive.google.com/drive/folders/1yZj8sUBp5BVYXK0XQSPR7BIZYGZCKBFb?usp=sharing

Hi Raics,

I had some questions about spell drops and feedback:

-The spell "Hades": Dropped by Female Ghost Witch in Ch4 Optional Battle - Geylid Fortress <-- is this the battle to unlock the fortress for the oracle quest?

-Tier I and II of forbiden magic: Do tier 1 spells still drop after level 34? I remember there was some kind of limitation in the original version. If this limitation is present, are there any plans to make a crafting recipe to downgrade tier 2 forbiden spells to tier 1 with a recipe?

-Is there any plan to revamp where the spells drop? Spells like Hades II have such a limited drop place --> Dropped by Male Ghost Warlock reinforcement spawn in PotD - Floor 100 story battle (level 41+). by the way, is this the Blackmoor or Nybas battle?

Aside from that, I finished doing my first run of the palace of the dead, gotta say I felt pretty easy compared to the normal campaign (you can really feel the skills/spells haven't been revamped), but even then I have to say, the trip feels very long, between lots of battles, some rather long, and the rare item farming. When POTD and other side areas are revisited, are there plans to make a revision on the number of enemies and the droprates? Some cursed items took between 3 to 15 minutes, and farmining the pinions/racks took me quite a long time (farmed 22 of each though, but one time it took me 1 hour to get one of those racks, crazy). I ask about the number of enemies because if their skills/spells are revamped I feel the 100 floor trip will be too much of a burnout.

I finished testing some of the other classes I had not tested (only missing Summoner, Paladin and Astromancer, as I've not unlocked them yet). I enjoyed the geomancers (despite the limitations to their spells, making using augments for spells awkward), shamans felt bad, losing summoning magic means the nature grace (I think it's the name of the spell that adds flat damage) is awful, it's very costly tp and rt wise for such a small effect. You gain some spells, but shamans now feel a bit like a support caster now, with better offensive than warlock but worse defenses. Bucanneer is fine, though the low mind and res are qutie noticeable, but it's a good balance to their excellent kit. Dragonborn feels good, though the damage output compared to dragons is a bit lower due to lesser stats, but she is much more resilient against magic, so overall a good unique to me. Paragon was nice, though I feel her INT growth is totally wasted as she doesn't use it, but just a minor nitpick. Wicce is very powerful, but not having any powerful MP regen tool and lower mobility balances her out quite well.

On generics, I feel winged man are still much better compared to humanoids, and this also brings in my "complaint" about liches too:

-Winged mans are all from unknown clan, this a big benefit as you don't have to pay any mind to killing your own clansmen, so no CF or loyalty issues here. Another reason why galgastan clansmen feels so bad, since it's so hard to get the CF for Cressidia.

-Flying is the best mobility tool, and an insanely good one at that. Flying allows not only bypassing height (which you will notice is quite important in most maps, and almost crippling for slow classes on some maps), bypassing rampart, bypassing tiles with move penalty (moss/water). This is especially important for classes with low innate mobility, like wizards, clerics and warlocks, but is also inmensely powerful for classes such as archer and fusilier. There is no downside to winged aside from some lower initial stats, but for a dedicated player this is no big deal, you'll soon catch up to normal humanoid stats. Only interesting debate could be had on rogues, as ghost rogues make excellent undead units, with good mobility (but they cannot bypass ramparts with teleport). Aside from that, any class that could be a winged man is better of as one.

-Teleport vs Flight: Not only teleport allows for better height movement, it also bypasses ramparts. Normally I would be ok with this as most of the teleporting units you meet are ghosts (which seem to be able to float on water too, compared to liches), but this leaves liches in an awkward spot. I think giving lich innate lead inmunity/ward would help bridge the gap (I don't want to give lead warding to teleporters because ghosts are already plenty strong).

I think some RT penalty to winged men would help bring them in line with other generic races (and even uniques at that), it doesn't have to be too big, but something to help sway the balance toward a more equal power. I don't think making them more succeptible to leaden would be a fair solution, as wormhole is already a very powerful spell that scales very well into the endgame and the AI is pretty fond of it.

My final feedback, the Lich: Probably a bigger disapointment for me than shamans, liches got teleport (this is very nice if you are starting from a normal humanoid, no questions asked, as wizard suffers from paltry movement) and access to most magic spells (so you get the good crowd control on elemental magic such as brimstone or petrifog, a great boon against undeads, but no more support spells such as enrage or bulwark sadly), alongside necromancy (you'll be able to make a good use of some of the nonundead related spells of necromancy such as brainrot, curse, tainted love or the mp drain missile, and also banish!), and some limited dragon magic.

Sadly, this comes with a steep price, as you cannot use meditate, extend or conserve RT if you come from a wizard (which is the most likely case I think). I have been pondering if I should bench my lich and replace it with a winged man wizard (so use a philactery and lose all the stat investment I did on it, no small thing, this is a unit I've been using since the start of the game), because covenant, meat shield and reflection do not make the cut (this is because covenant, while good in some situations, requires you to have units who don't use their MP actively, as early in the fight is when MP is more valuable to buff up and start fighting), though I could be alone thinking this. I feel like giving liches access to meditate would make them stand out more, and feel like "powered up" wizards. I only say this due to how uncomon ring of the dead are, and how late you get them.

I make this comparison, which might feel unfair, because the other "rare generic", the angel angel knight has: flight, an imperfect but good support toolkit with non aoe-healing, haste, ease, holy missiles, exorcisms and the draconic suport spells (which is not that common), and very powerful and unique skills (day of reckoning, celestial aria are my favorite ones but evilsbane is very strong too), access to Arkhiatros Trousers for stopward (essential for any frontliner), and access to parry to back up their role in the frontlines. This feels like a unit that can go toe to toe with any unique class, as they have something no else can bring to the table, and a good selection of hybrid spells that a melee could use (different from the ranger or knight commander for example, which offer incredible offensive power but whose magic selection is lacking when compared to an angel knight).

What does the lich bring to the table that is really unique compared to other casters? Maybe necromancy+other magics at the same time, but that's it, no powerful skills like a wizard, heretic, patriarch or warlock (since reflection also reflects healing, what happens if your lich or teammate gets bullied and you need to heal it? this feels like a double edged sword, and an expensive one at that), no means to really defend itself against physical aggression, and archers sure love shooting at liches (no deflect, no parry, no access to medium armor, at least you have teleport), which means you'll have to be extra cautious on open maps with the lich, as you have low HP and you don't even have skills like conserve RT to allow you to cast some spells, retreat and not wait very long for your next turn. Can the lich compete vs other unique casters? I feel that their only advantage is their high mobility (as only 2 uniques are winged man), but I would not think of benching a unique caster (be it a princess, sybil, heretic, astromancer, wicce) to bring a lich (though I might bench a shaman to be faire). While their spell selection is grandiose (only second to lord and astromancers), thats the end of what they bring to the table.

Sorry for the long rant, and I just wanted to say thank you again for all your work, I'm a big TO fan, so replaying the game (which has aged beautifully) is a real joy, and this is all thanks to you.

I'm looking forward to the next patches, this last one was nice (though I'll leave my angel knight the a one handed sword!).

 

5 hours ago, Rafos1314 said:

Hi Raics,

I had some questions about spell drops and feedback:

...

- You can see where all arcana can be obtained in the equipment table in the linked gdrive folder, added that some time ago and it will be updated as I move things around.

- The entire forbidden magic drop system will be updated when I rework the temples, it will most likely be some kind of a crafting book with the battles giving you elemental tokens you can use to craft and upgrade forbidden spells. The current system where you have to world back if you want multiple copies of forbidden II is a bit dumb.

- The drops in potd will also be much easier to obtain, especially crafting materials, spells and special gear will be a guaranteed drop and the enemies that drop them will always spawn, as is the case with the items I added there recently.

- I probably will nerf races with advanced movement a bit.

- Some of the things you can do with the game are pretty limited, classes can't have innate resistances to damage types or other passive bonuses, it's pretty much just movement.

- Regarding some other things you mentioned, paragon has decent int growth because she can use the first tier of divine forbidden magic. Shaman's nature's touch is an extremely volatile skill you have to be careful with because it adds base damage so it scales with things like fear, spellcraft, rupture or averses which is also the reason she lost summons, damage goes from normal to absolutely broken in a flash. You get one lich during azelstan's quest, which isn't too late, they have the best stats of any generic caster and innate teleport so it's kinda hard to buff them more and giving lich easier mp management would remove the main reason to stick with wizard, as his main selling point is a good skill kit that reinforces his main role, other basic classes are still decent once you get the advanced/unique classes, so wizard should be too.

Thanks for trying out the mod, nice to hear you had a good time overall and I'll continue working on it :)

Hi Raics,

This is my first time playing Tactics Ogre, and I decided to use your mod because it sounded like a much better experience for the game. Overall I think this is probably true, but at present I am stuck on the Vyce duel at the end of Chapter 2, and it seems to be because I built my Denam as a Wizard.

I'm not sure how to get through this fight. My best spells are the level 2 missiles, which do about 30 damage. Not nearly enough to get through his ~360 HP. I switched to a Knight (Lv 12) in hopes of outlasting him, but I still do about 30 damage per physical attack and he heals for ~70 with a Mend Leaf, so that's impossible. I switched to Warrior (Lv 12) in hopes of outdamaging him, but I only have ~50 accuracy on him (even from behind) because I have no melee weapon skill, and the moment he Binds me the fight is over. I switched to Cleric (Lv 12) in hopes of using Regenerate and Haste to gain turn economy, but the moment he uses Heartbreaker I lose all my MP, which I can't afford when Haste costs 30 MP. I switched to Rogue (Lv 12) to outspeed him, but A) he was still faster and B) my Baldur Bow did 13 damage. I tried using tarot cards, but none of the ones I have seem to do much. The best is using Death (I have exactly one Death) to Weaken him, but I can never do enough damage afterwards to finish the fight before Weaken wears off.

As I said, this is my first time through the game, so maybe I'm missing something obvious. I'd appreciate any help with getting through this fight.

Thanks.

7 hours ago, Astri said:

Hi Raics,

This is my first time playing Tactics Ogre, and I decided to use your mod because it sounded like a much better experience for the game. Overall I think this is probably true, but at present I am stuck on the Vyce duel at the end of Chapter 2, and it seems to be because I built my Denam as a Wizard.

I'm not sure how to get through this fight. My best spells are the level 2 missiles, which do about 30 damage. Not nearly enough to get through his ~360 HP. I switched to a Knight (Lv 12) in hopes of outlasting him, but I still do about 30 damage per physical attack and he heals for ~70 with a Mend Leaf, so that's impossible. I switched to Warrior (Lv 12) in hopes of outdamaging him, but I only have ~50 accuracy on him (even from behind) because I have no melee weapon skill, and the moment he Binds me the fight is over. I switched to Cleric (Lv 12) in hopes of using Regenerate and Haste to gain turn economy, but the moment he uses Heartbreaker I lose all my MP, which I can't afford when Haste costs 30 MP. I switched to Rogue (Lv 12) to outspeed him, but A) he was still faster and B) my Baldur Bow did 13 damage. I tried using tarot cards, but none of the ones I have seem to do much. The best is using Death (I have exactly one Death) to Weaken him, but I can never do enough damage afterwards to finish the fight before Weaken wears off.

As I said, this is my first time through the game, so maybe I'm missing something obvious. I'd appreciate any help with getting through this fight.

Thanks.

Switching to a tanky class like knight is a good idea, with heavy armor, shield, leggings and defense/azure ring you won't take much damage from him, and he will run out of consumables so it will just turn into a battle of attrition. Even one rank of weapon skill will help because you get 10% accuracy, and using your buff items or tarot to get truestrike or dodge, while debuffing him with falsestrike/stagger will help, his and your stats will be high so strengthen or breach won't be worth the bother and the best weapon you can equip will probably be a sword for the accuracy bonus. Another option is spellblade if you have the skill points to learn fated circle and hp infusion, if you don't a knight will be better because he needs no skills to work. You can also do the attrition battle with cleric if you don't have many mend leaves, as he will run out of them too but you won't run out of magic and you will have at least for basic heal most of the time, just equip him to be as tanky and evasive as you can, can't remember if vyce is immune to poison or stun but one of them will probably work so claw or hammer will be a good choice. The battle can be done as wizard but it isn't really worth the bother when you can switch classes freely.

You can come to discord too, maybe other players have some ideas https://discord.gg/5vff9HyV

Good mod overall, definitely improves on Vanilla's biggest flaws. I am currently in Chapter 4, so I will lay down some of my thoughts.

Scaling is vastly improved. While lowbies (level 1s) still cannot do any damage, they CAN support in other ways such as item usage, as they are no longer instagibbed, or support magic.

The archetype system makes the game significantly more challenging, as your enemies will no longer come with counterproductive base stats. The much reduced stat gains also means your units wont melt everything by chapter 4.

I love the secondary effects on weapons, as it adds a lot of variety. But I cant really say I agree with all of them. I would change some of them

Dagger: Bind -> Poisoned
Fists: Poisoned -> Stunned
Axe: Breached -> Bind
Hammer: Stunned -> Breached

Archers are still slightly too strong, but with TO's damage formula it could be hard to nerf them, instead if you could, I would have their evasion slightly nerfed. As my 2 archers are currently doubling as dodge tanks. I might consider ranking my impressions of every class once I beat the game. But for now, Berserkers, Archers and Matriarchs seem like the 3 most powerful, but the balance is solid enough that nothing is so strong it makes everything else obsolete. On a tier list, everything would be ranging from A to C (as well as a special Est tier for classes that arrive too late to contribute).

5 hours ago, Avellion said:

Good mod overall, definitely improves on Vanilla's biggest flaws. I am currently in Chapter 4, so I will lay down some of my thoughts.

Scaling is vastly improved. While lowbies (level 1s) still cannot do any damage, they CAN support in other ways such as item usage, as they are no longer instagibbed, or support magic.

The archetype system makes the game significantly more challenging, as your enemies will no longer come with counterproductive base stats. The much reduced stat gains also means your units wont melt everything by chapter 4.

I love the secondary effects on weapons, as it adds a lot of variety. But I cant really say I agree with all of them. I would change some of them

Dagger: Bind -> Poisoned
Fists: Poisoned -> Stunned
Axe: Breached -> Bind
Hammer: Stunned -> Breached

Archers are still slightly too strong, but with TO's damage formula it could be hard to nerf them, instead if you could, I would have their evasion slightly nerfed. As my 2 archers are currently doubling as dodge tanks. I might consider ranking my impressions of every class once I beat the game. But for now, Berserkers, Archers and Matriarchs seem like the 3 most powerful, but the balance is solid enough that nothing is so strong it makes everything else obsolete. On a tier list, everything would be ranging from A to C (as well as a special Est tier for classes that arrive too late to contribute).

Thanks for the feedback, good to hear you had fun.

I had certain reasons for picking those specific status effects, like daggers doing hamstrings or poison being suitable for the defensive nature of fists. Some of those could be shifted around and it would make more sense to some and less to others, but overall it wouldn't really bring anything new to the table, and people are used to these by now so I probably won't be making major shifts to them.

It's probably good that I'm hearing about so many different favorite classes, some swear that knights are the best unit, some say it's warlocks or beasts, for some it's clerics or familiars, or maybe still ninja. A lot of those depend heavily on your personal approach and it's nice that the game accommodates different playstyles. Archers could be made a bit less dodgy, though, sometimes they can be a bit annoying to chase down.

45 minutes ago, raics said:

Thanks for the feedback, good to hear you had fun.

I had certain reasons for picking those specific status effects, like daggers doing hamstrings or poison being suitable for the defensive nature of fists. Some of those could be shifted around and it would make more sense to some and less to others, but overall it wouldn't really bring anything new to the table, and people are used to these by now so I probably won't be making major shifts to them.

It's probably good that I'm hearing about so many different favorite classes, some swear that knights are the best unit, some say it's warlocks or beasts, for some it's clerics or familiars, or maybe still ninja. A lot of those depend heavily on your personal approach and it's nice that the game accommodates different playstyles. Archers could be made a bit less dodgy, though, sometimes they can be a bit annoying to chase down.

Thanks for making the mod.

That makes sense. I just got a bit confused at first about the hammers not being the one that inflicted breach. But I have gotten used to it by now. Hey, in Mount and Blade: Warband, Axes would completely wreck shields.

I think everyone having different favorite classes is a sign of good balance. I like the Berserker a lot for its consistently high damage, TP regen and battering ram capabilities with Berserk, but new classes are impressing me when I see them. I think I would have liked Sword Masters a lot had they not joined at level 1, at the very end of chapter 3. Archers are good for supporting fire, and dealing high damage to high priority foes whom my melee fighters can't reach very easily. The Warrior class is looking extremely promising, the buffs you have given 2 handed weapons, means 2 handers are now actually worth using (too heavy and slow in base game with not enough payoff). Double attack with a 2 handed weapon, is something I could see deal an absurd amount of situational burst damage, when needed. Such as to quickly burst down a boss, before healers get a chance to heal them back up.

My strategy is to either turtle or assassinate the boss, whichever looks the most likely to clear me a mission without casualties. Archers and berserkers, are of course really good for this. I should try out beast units more, I was really disappointed in vanilla when my 2 dragons just completely fell off.

Hi. I have a question about Hobyrim´s Blade Knight class. Why is that class so good at generating mp (alchaka, clarity) if he can´t cast any magic that use mp? He can use some wardances and ninjutsu but all of them use tp so what´s the point on generating mp? The only thing I can think of is to allow dark mages to absorb mp from him but that can´t be all right? Thanks

6 hours ago, Darius87 said:

Hi. I have a question about Hobyrim´s Blade Knight class. Why is that class so good at generating mp (alchaka, clarity) if he can´t cast any magic that use mp? He can use some wardances and ninjutsu but all of them use tp so what´s the point on generating mp? The only thing I can think of is to allow dark mages to absorb mp from him but that can´t be all right? Thanks

Yeah, it isn't right. It's about his soulstrike minor finisher, it converts mp to extra damage.

On 8/4/2022 at 10:13 PM, raics said:

Yeah, it isn't right. It's about his soulstrike minor finisher, it converts mp to extra damage.

Ah, so that´s what it was. I have tried it in battle and it adds the mp as damage x 2. Alright, thanks for the quick response.

Edit. Forget it, I have found it. Is the Longhorn.

Hi. Which weapon is or are the gunblade? I have read about it in the readme but I can´t find it in the equipment document or ingame (by using a cheat to unlock all equipment for testing). I was planning to give it to the commando, but I can´t find info about it. 

Thanks

Edit. Forget it, I have found it. Is the longhorn and Hyperion.