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Messages - Callisto

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201
There shouldn't be any issues using this mod and Tonberry at the same time. At least I have played this from start to finish with SeeD Reborn.

The Library Draw Point is the same as in the original game (non-refilling), it just contains Double instead of Esuna. So all it needs it having the Draw Command junctioned. Feel free to report back if the problem persists.

202
Try stealing from LV40+ Abyss Worm. Windmills become the common steal then. The new level structure for most enemies in the mod is as follows:

LV1-19 = Low level
LV20-39 = Mid level
LV40-100 = High level

@eXistenZe: So you probably got Death from the Cyborgs then. Not sure whether to change this opportunity or not, as Death isn't that effective anymore due to many enemies having higher resistance or immunity against the status effect, and its boost to HP has been reduced too. I'll recheck Break resistances for sure though.   

203
The cards you mentioned should refine into Mystery Fluid (Abyss Worm) and Earth Stone (Armadodo) instead of Windmills and Dino Bones. It looks like you didn't replace menu.fs inside data/lang-en folder, so I would advise rechecking that (try deleting all 3 menu files, then paste the modded ones, if nothing helps). These two spells are definitely overkill for that point in the game, that's true. In the mod, Tornado and Quake are supposed to be available after getting control of Balamb Garden at the earliest, and from Ruby Dragon/Abadon on disc 3 at the latest. As for the Death Draw Point on the world map, I'll look into that and make it into a non-refilling Draw Point if necessary. Also into the solo Zell part inside prison.

Well, thank you for sharing impressions, highly appreciated. More battles similar to the new one in Winhill will come soon :)

204
Ultra Cure still removing negative status effects is intended as I didn't want to nerf it to oblivion (it now heals for only half of the characters' max HP instead of back to full, which is why it's no longer named Full-Cure). It's still strong that way, but I think it's necessary to increase the incentive to actually put Selphie in the team, considering her Limit Break was next to useless in the original game.

Sorry again to anyone waiting for the next update by the way. There are a few more things I'd like to include that kept me busy, such as fixing Julia not actually playing the piano in Deling City or increasing the elevator speed in Fisherman's Horizon, which I thought was always incredibly slow and annoying, especially when doing the sidequests there. Now there's only a few things left to do, such as adding optional battles in Dollet, Esthar and Lunatic Pandora Institute. Shouldn't take that much longer.


205
Thank you for all the feedback everyone. I'll take it into consideration, which is why finalizing v1.0.9 needs a few days more than expected.

Quote from: eXistenZe
Another thing I never liked is the 0 exp from bosses. It makes the game all about grinding. Bosses are supposed to be a major push up to npcs, but FF8 only gives AP and some items. Is this changeable?

Yes, it is changeable. The reason the 0 exp from bosses is still in is to generally allow runs at characters' initial level, for those who look for a tougher challenge (such as Zara9), but I think as long as the amount of exp given is moderate, it should be fine. There's also that one achievement you can get for finishing the game on Squall's initial level, which I would like to keep doable for the mod. But then again, you could still get it by just killing off or petrifying Squall before beating a boss.. Well, I'll think about it.

206
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.

207
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 :)

208
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).

209
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.

210
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

211
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.

212
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..

213
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.

214
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).

215
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.

216
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.

217
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.

218
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.

219
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.

220
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.

221
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.

222
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.

223
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

224
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.

225
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.

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