I didn't see that save point - it may be because I'm using Percival's Succession mod as well as this one? They mentioned that their mod is mostly compatible with this one but that some additions won't show up if their mod is used
Yes, you couldn't see that save point because of an incompatibility with the Succession mod. Which is unfortunate, as this save possibility was added to save the player from redoing the boss battle against the Base Soldiers (who are no longer the pushover they normally are) in case they get a Game Over against BGH251F2. Any new sidequests will be unavailable with Succession installed as well, but as far as I know, Percival is working on making both mods fully compatible with each other, which I would really appreciate.
If you are not interested in any of the new sidequests and challenges (see mod documentation for more details), then I'd say just leave Succession installed, as pretty much everything else works as intended with both mods active. Otherwise, you might want to replace the 3 field files inside the lang-en folder with the ones from Ragnarok mod download package.
Anyway, I did manage to win the second time around because Selphie managed to hit for 17k damage using Calamity! I don't even know what that is, either because it's new or because I never really used her much before this play through, but it was a real wtf moment.
Calamity is one of the new spells that are exclusive to Selphie's Slots, and it's arguably her best (and will definitely be after the next update, as The End will be removed). At the moment, it shows up only very erratically - a little too often early in the game, and too rarely later on - due to a mistake I didn't notice for a while. In the next version of the mod, it will be unavailable if Selphie's level is below 30, and increasingly more common after level 30 to balance things out.
I think I'm just getting annoyed at dying in the game and then moaning here that it wasn't fair, so sorry about that, I'll try not to. I do still think the bosses feel a bit hard and luck based in general, though. I'm interested to see if that opinion will hold the further I go, because the game feels like it's starting to open up in terms of magic availability and damage potential. I don't know if that will mean things get easier or harder or maybe just stay the same.
Well, if you keep looking for new spells to junction, don't run away from every random encounter, watch your GF distribution to avoid Ability overlaps and utilize your characters' strengths in battle, the upcoming parts of the game shouldn't be too difficult, especially not in Standard Mode. If things become too frustrating, I would definitely check on the points I mentioned above (battle speed, Lunatic Pandora Hard Mode) to rule out the possibility of any unintended additional difficulty. Providing information on specific issues with bosses would be helpful too, of course.
Hi, callisto, i'm enjoying so much this mod! <3
i'm brazillian and have the translation to my language and i'm trying to merge with your mod, at least just the main quest. it's all on field.fs
what did you changed on it? can i replace it with my field.fs with the translation?
or it will mess heavily with encounters, quests and other things?
i cannot manually add the texts on your arquive using deling because.. it's more than 10.000 lines of text, aaaaahhh!
is there any easier way with some program to replace so much text without ctrl+c, ctrl+v for each one of the textboxes in the game?
Hello and welcome. The most important changes to field.fs are in the following sections:
- all Fire Cavern field IDs (129-136)
- Centra Ruins (279, 282)
- all Chocobo Forests (287-292)
- Dollet Mountain Hideout (328)
- Dollet Pub -> queen_dol -> talk (336)
- Dollet Lapin Beach (338)
- Dollet Lapin Beach sidequest progress variables in many other fields, mainly hotels
- Lunatic Pandora (396)
- Esthar (411)
- Esthar (432)
- Lunatic Pandora Laboratory (472)
- Dr. Odine's Laboratory (524)
- Tomb of the Unkown King (787, 792)
- Ultimecia Castle Storage Room (588)
- Ultimecia Castle Waterway (591)
- FH Residence (617)
- FH Residential Area (628, 631)
- Winhill Vacant House (649)
- G-Garden Classroom (703)
- G-Garden Dormitory (707)
- Deling City Caraway's Mansion (721)
- Deling City Gateway (731)
- Deling City Hotel (736, 737)
- Deling City - City Square (742)
- Deling City Sewer (763)
- Galbadia Missile Base (774)
- Timber Forest Owls Base (894)
- Timber City Square (899)
- Trabia Canyon (948)
There are many more smaller changes elsewhere, but the list above should at least cover most of the sidequest changes, including new sidequests. Unfortunately, I've never made a list of the actual script changes under each field ID, so I'm afraid you'd have to spot them yourself for now.
As for the Triple spell, your ideas to balance it sound interesting, but I've been planning to replace it entirely with a new spell for quite some time. The issue has been brought up several times, and I think it's about time to drop it for good.
The kernel.bin file is actually very important for Lionheart mode, as some elemental defense junctions have been changed and some enemy attacks are different. So I would advise checking that and making adjustments where necessary before switching to Lionheart Mode.