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Messages - Callisto

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201
How far are you in? Applying your suggestions to every single enemy would make some of them too strong, so it would be helpful if you mentioned specific enemies or battles you thought were too easy. I'll see what I can do then.

As for Chocobo World, yeah, I could advise against playing it, but most players who look for a challenge probably pass on it automatically anyway. Still, I could change the items that can be found through it to prevent abuse. Thanks for reminding.

202
There are no fundamental story or dialogue alterations planned at the moment, but I've been thinking of some script changes that make the game more faithful to the original Japanese version (such as changing Edea's speech during the Deling City parade, fixing Samantha Soul mistranslation or adding back other things that were lost in translation). The currently corrected typos refer to simple spelling errors like "Disolving Acid", an attack used by Malboro, or spacing mistakes between words (which are quite common), so nothing too major.

As for the mod in general, I think there are still quite some kinks that need to be ironed out, but are difficult to deal with due to how the game is programmed. For example, I'm still quite disappointed with what can be done to weapon customization at most - I'd wish there was more than just bonuses to Strength, Hit and crit rate to make them stand out more. Besides that, the late-game would really benefit from a Double Cut Ability, which is likely hard to implement, and of course, the game needs more different enemies.. Nevertheless, I am quite satisfied with what I have been able to accomplish with this mod so far, but there's still room for improvement and things you could do differently compared to this mod (at least it appears to me that Klit's mod is quite different from this one, even though they share the same goals), so better don't give up on your own :)

203
Ok, I'll provide a list that has detailed information on sidequests right after the next update, which will be at the end of the week if everything goes according to plan (some new ones will be added for it, so not much point in doing it right now).

204
Yes, having both mods installed at the same time is not possible, as they edit the same files (battle.fs, main.fs etc - you can only have one of these in your data folder at the same time). If you wanted a combination of both, you'd have to decide which features you'd like to see in each mod that the other doesn't have, and make file edits manually.

205
Found it after all. The array starts at offset 78E474 in the exe's data section (English Steam). Each SeeD Rank salary is determined by two bytes, and each value gets multiplied by 10 before being shown in-game.

Code: [Select]
S-Rank Offset    Value

01 78E476    32 00
02 78E478     64 00
03 78E47A     96 00
04 78E47C     C8 00
05 78E47E     2C 01
06 78E480     90 01
07 78E482     F4 01
08 78E484     58 02
09 78E486     BC 02
10  78E488     20 03
11  78E48A     84 03
12  78E48C     E8 03
13 78E48E     4C 04
14  78E490     B0 04
15  78E492     E2 04
16  78E494     14 05
17  78E496     46 05
18 78E498     78 05
19 78E49A     AA 05
20 78E49C     DC 05
21 78E49E     0E 06
22 78E4A0     40 06
23 78E4A2     72 06
24 78E4A4     A4 06
25 78E4A6     D6 06
26 78E4A8     08 07
27 78E4AA     3A 07
28 78E4AC     6C 07
29 78E4AE     9E 07
30 78E4B0     D0 07
31 78E4B2     B8 0B

206
In Fisherman's Horizon, you can get a reward for reuniting the Cafeteria Lady's son with his mother, but the time frame for making him appear near the station is short (only while the place is in shambles after the BGH251F2 battle) and you need to have exhausted the Cafeteria Lady's dialogue in Balamb Garden during disc 1 if I remember correctly. If this prerequistite has been met, the safest way of getting the item is talking to Dobe right after the boss fight, leave the area and re-enter. The Cafeteria Lady's son should be there then (until the concert).

I would also recommend doing the Master Fisherman quest for a heavily improved reward (more items + major boost to SeeD rank), as well as collecting the items at Grease Monkey's house after straying away from the concert preparations as Irvine. In Timber, you now get something for rescuing the girl from the train at the station and the man in front of the Timber Maniacs building gives a different reward if the player cheered him up during disc 1. Winhill and Chocobo Forests are worth checking out too.

It's not that much yet, but more is coming soon.

207
Getting Odin before disc 4 in the mod is not more worthwhile than it is in vanilla. In fact, rather the opposite, as Triple has been removed from his Draw list (he still has the Luck-J-Scroll though). So unless you want him to assist you in battle, you can just ignore and get him later to ensure he doesn't disrupt the Seifer fight.

Now that you mention it, I think it would be a good idea to prolong the time it takes to make Gilgamesh appear, as the span was really short in the original version, making the battle rather pointless indeed. Would be also nice to have an option to temporarily disable Odin and Gilgamesh once you have them, as they often show up when you don't need them. Maybe I can come up with something for the next update, to increase the incentive to actually get these two GF. During my latest playthroughs, I got neither of them to be honest..

208
You can safely change most bosses' AI using the Ifrit enemy editor custom version JWP made a while back. Just be careful when editing enemies that appear alongside others, as this can lead to the known issues (broken graphics in battles, softlocks etc). In such cases, you can still make smaller changes to an enemy's AI by opening the respective c0m.dat files with a hex editor. For example, when searching for the byte sequence  02 02 03, you are often directly at the beginning of the AI section (this is the code that makes most enemies skip their turns with a probability of 33%), which is really helpful if you just want to change some numbers using the hex editor, without fundamentally changing the AI.

So all in all, I'm just using Ifrit and hex editor where necessary. I don't know of any other program that change enemy AI. But who knows, maybe Ifrit gets another update some time in the future.

209
Ok, I might scrap the SeeD salary rebalance for v1.0.9 then. Still haven't found what needs to be changed for this anyway, and keep trying without any real success can be frustrating.

The Double Draw Point in the Library never refills to keep the early-game balance in check, but now that you say it, I think it could be made available again from a later point in the game onwards. If you need a source for Double spells right now, I would recommend the Grendel encounter in the forest near Galbadia Garden (needs LV Up though, as this Grendel's natural level caps at 12 or 13 I think).

210
I've already searched through the exe with a debugger, and found some data related to the SeeD rank, but oddly nothing that looked like an array that has the salary values. So I thought it could be stored somewhere else. But then again, I might have overlooked something when checking the exe (haven't used a debugger until recently), so I guess I'll give it another go, thanks.

211
Hey, Nikkolas. Glad you've been enjoying the mod so far. Some of the rewards and steals/drops are indeed quite generous, but there shouldn't be anything major that breaks the mod's difficulty comparable to vanilla levels. I've always been disappointed with most of the stuff you get in the original version - Potions, Softs or other generic items from the Dog Sidequest in Dollet, or the treasure in the Chocobo Forests were just awful. So for the mod, rewards that feel more satisfying were added.

Of course, when modding a game, you have to be careful not to make sidequest rewards too good either, or even necessary to make progress in the game. For this mod, the minimum is looking for new spells every now and then, and caring for a reasonable GF distribution for the most part. If you feel like being forced into doing anything beyond that to proceed in the game, please let me know and I'll try sorting it out, as this is not how it should be.

Currently planning an update and busy with adding some more sidequests that mainly center around getting Level 6 and 7 Boss Cards before they become available through regular Triple Triad players (which is quite a bit later than in vanilla, as said before). Some smaller changes to Triple Triad cards will likely be made too, as well as a Seed Salary rebalance to make money matter a little more than usual. Hoping to get v1.0.9 done soon.

212
http://finalfantasy.wikia.com/wiki/SeeD#Rank_and_pay

Does anyone know where the salary data is stored? I would like to change the Gil amounts for some SeeD Ranks and have been searching through several files, to no avail. Any help would be much appreciated.

213
Defend has been moved from Brothers to Alexander to delay the availability of the Cover/Defend Combo which is indeed very useful (I also think the Defend Ability fits the nature of the Alexander GF better than that of the Brothers). It is never really as obligatory as it is in the Requiem mod though, so I wouldn't worry too much. Fujin and Raijin are still vulnerable to a few status effects (albeit highly resistant), so try some of those if you are having trouble beating them.

As for the weapon/magic damage balance, I think it would be really great to have something like Double Cut from FFVII for the late game, to balance things out a bit more. This would be probably hard to implement though, so for now, the Darkside Ability, Berserk and abusing elemental weaknesses with Elem-Atk have to do when it comes to increased physical damage.

214
goodmorninpluto, thanks for the report. It's fixed now.

Hotfix here (update your field files).

Zara, you've got advice in this thread as well as per PM already. There is no new difficulty mod at the moment, and I doubt there will be one anytime soon. Accept it.

215
Enemies do new attacks in this mod, or already existing ones have been altered, and a bunch of new attacks have been added as part of the latest update. To be honest, I am reluctant with giving enemies new attacks, as in many cases, the animations and camera angles end up being broken or look totally off when enemies use any attacks they normally don't, and this is something I want to avoid. Making it actually look decent needs a lot of testing, that's why new enemy attacks are only being added slowly.

You could try a low level challenge for this mod or set battle speed to max for added difficulty, or just go with Requiem if you haven't already. I don't really want to make the mod much more challenging than it already is, as this would be hardcore territory, which is not what the mod aims for, as Derek said. The focus is more on rebalancing the game than anything else.

216
The Magical Lamp was added to the item pool to ensure Diablos is available in the early-game, even if the player missed talking to Cid earlier (normally, the only other option of getting more is through Chocobo World). There is currently no other use for additional Magical Lamps, besides selling it for 500 Gil each, but I'm thinking of more usages, like making it refine into something at least.

The new shop in Deling City primarly serves as an alternate and quick way of getting level 2 elemental spells and Cura, for those who haven't found these through other means yet (the end of disc 1 is the absolute latest the player should get them). Later in the game, more items will be available for this shop using Tonberry's Familiar Ability. I would love to add even more unique shops to the game, but it's probably not that easy, as there is only one dummied out shop in the game data that can be made into basically anything without touching the already existing shops.

As for the first Edea battle, yeah, it's pretty much the same as in vanilla. I didn't want to change it into a must-win battle, as the party ends up being in trouble afterwards anyway. Still, there might be updates to at least Edea's attack pattern and AI in a future update, like having her use weaker spells at the beginning, and switching to stronger ones as the battle progresses.

Anyway, thanks for sharing your impressions. I'll keep your Deling City sidequest idea in mind. Thought about that couple earlier too, and making something Triple Triad-related out of it could be really interesting.

Spoiler: show
The reward for joining the Garden Festival Committee is one Luck Up if you join during the party. If you are already a member, you get a Life Ring on top of that. So you didn't miss too much, I guess. It's ok for an early sidequest reward, but nothing more.

217
Hm, I have just fought a Malboro at the Island Closest to Heaven and couldn't reproduce the issue. Where did you fight one? It could be encounter-related.

218
v1.0.8 released

Changes:
  • Several bosses have their AI changed or use new attacks:

    - Ifrit
    - Gerogero
    - Oilboyles
    - Norg
    - Edea (2nd)
    - Propagator (red)
    - Propagator (purple)
    - Krysta
    - Ultima Weapon
    - Final bosses
  • Two new smaller sidequests are now available:

    - Receive a random item after each stay at Galbadia Hotel in Deling City with equal probabilities
    - Get one or two items from Selphie during the SeeD party, depending on when you joined the Garden Festival Committee
  • A mini-boss has been added to the Winhill flashback to spice that part up a bit
  • A new and unique Shop is now available in Deling City
  • Some problematic card players use rare cards more often (Doomtrain, Laguna etc)
  • Seifer and Edea now have some spells by default as well
  • The Angel Wing damage multiplier has been reduced from 5 to 3
  • The impact of the Speed stat on the ATB bar has been slightly reduced
  • Weapon Hit rates have been increased
  • Price lists have been overhauled, many items sell better now
  • Gerogero's appearance and Gargantua chamber have been decensored
  • The reward for getting back to the Ragnarok on disc 4 has been improved
  • General Caraway no longer "magically" loses the Ifrit card the moment he gets it

219
So there is indeed a variable that controls a player's willingness to use rare cards. The holders of Doomtrain, Laguna, Quezacotl, Zell (vanilla) and Quistis (classroom players) cards have the lowest values, so these and the new Kiros card holder will be upped for v1.0.8 coming soon.

220
fab_lorenzi, the woman behind the counter in Winhill inn is one of the card players who are very stingy with playing rare cards. Last time I played her, it took me 8-9 games until she finally used the Kiros card. There's probably a variable that controls a card player's willingness to play rare cards. I would change it for this player, as she also plays so damn well. Have to investigate that. For now, I can only advise to keep trying.

goodmorninpluto, thank you for your impressions. Diablos counters Demi no matter the circumstances. The only condition is that you have to cast Demi from own stock - he won't do it when using Draw Cast. He can beat your party with his physical attack and the Pain spell that does Poison damage now, which you can't protect very well against when attempting the battle right away. Maybe you just got lucky and he used Gravija most of the time. Anyway, the Diablos battle rather serves the purpose of a Limit Break showcase than a real challenge, and the statuses from Pain only help with that. I wanted him to be beatable right away on purpose, so the player can get a third HP and Mag-J soon, which is important especially for the Centra Excavation site.

As for Gerogero, Esuna in his Draw list was kept for safety reasons, i.e. if the player boarded the train in the worst situation possible (barely any spells, no Phoenix Downs left etc), as you can't do anything to improve your characters' stats or buy items once inside. Maybe I would remove it if I managed to add in a shop there. As for Gerogero's attacks, I'm doing adjustments to bosses at the moment anyway, so expect some changes to Gerogero too.

221
I guess it would be possible, but probably not without major edits to the exe and time investment. At the moment, I'm experimenting with different SpeedMod values for Haste and Slow status, and this is already takes quite some time. Interesting idea though.

222
Alright, so I'll add the following to the to-do list:

- Reduce the impact of Haste status on ATB bar. I already feared that Auto-Haste might break the late-game to be honest.

- Reduce the Angel Wing damage multiplier to 3, or making it so that Rinoa's casts aren't limited to what she has in inventory.

- Removing Triple.. Not sure about it. Getting the spell is already more difficult than in vanilla (can't draw it from Cerberus or Odin). I guess I would prefer making it even harder to get, similarly to Aura, instead of removing it altogether.

- General adjustments to castle bosses, like giving Krysta some more HP. I think it's ok to let the final bosses have elemental weaknesses, as they have tons of HP. Auto-Haste and Meteor-spam is the bigger problem here I believe.


Trauma's Mega Pulse Cannon is rough and will likely lead to death, that's true, but that was intended and can be avoided by not killing both of the Dromas. The optimal strategy for this fight is: Killing off one Droma, outdamage Trauma's Auto-Heal until he begins draining HP from the remaining Droma (which means his HP is at 0), killing off the second Droma and then quickly give Trauma the rest before Mega Pulse Cannon gets off.

Anyway, congratulations and thank you for playing the mod until the end. Your feedback has been really helpful to make improvements for sure.

223
Just a quick note on Gargantua: If you lose to him or escape from battle once he has awakened, and then return for another attempt, the game will crash when Gargantua is about to reappear. This glitch seems inherent with the PC/Steam version (maybe even PS1, haven't checked yet) and can be temporarily fixed by doing a hard reset. You probably won't lose to this boss when going in high leveled with a lot of stat bonuses gained (as you said) and take care of negative status effects, but better to mention it in advance, just in case. Hoping to find a fix for this soon.

About the recent changes to the mod, I'm totally fine with them. You pointed out some important things, especially Meteor being overused towards the end of disc 3. It was already annoying in vanilla due to its length, and the fact that it inflicts more damage now makes things only worse. So a reduction of Meteor usage seems fair enough - also spell variety-wise. If you have any more suggestions for improvement, don't hold back. I actually still have a lot of things in mind for this mod, and player feedback is always welcome, of course.


224
v1.0.7 released

Changes:

- Enables menu save right before the Gesper/E-Soldier/Cyborg battle in Lunatic Pandora laboratory
- Meteor Draw point at Shumi Village entrance swapped with Quake, price increased to 10.000 Gil per Draw (it will be the first easy way to get some Quakes)
- Behemoth now counters with Assault Horn instead of Meteor, has a chance of casting Meteor as final attack instead of Flare, casts Flare occasionally
- Adel casts Meteor less frequently, has her Spirit stat reduced, heals less so Rinoa can survive 3 Drains unshelled
- Torama no longer casts Meteor
- Only one Sorceress Type B can cast Death now
- Raijin (1st) has increased Blind resistance
- Edea (2nd) uses Maelstrom only once at the beginning of battle
- Chocobo Basics Forest has additional treasure
- Getting back to the Ragnarok on disc 4 is now rewarded with some items (talk to Xu)
- Card Mod: The number of Jumbo Cactuar cards required for making 1 Jet Engine is reduced from 10 to 5

225
There's also one unused Poison Gas variant that you can change to your liking. Three different variants of the Explosion attack for Death Claw aren't really necessary either, so you could just cut two and leave just one. Same goes for the Thunder attacks for Blitz. Might check back later for more.

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