Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.
Quote from: SirAdder on Yesterday at 10:53:38 amI decided to fully min/max to the best of my abilities for my final boss gauntlet rematch, relying on save states left a poor taste for me. TGC, Balthier and Reis only levelled up in their special job all the way up to Lv99, their stats are very good especially their speed. Ramza's Guardian job gives good overall stat if you level as it is. All physical units get Lightbringer, Tower/Genji/Tin Shield, Flash Hat/Dark Helm, Robe of Lords and Fragment except for TGC who gets Abaddon Blade and Running Shoes instead. My female mage(regular old unit who primarily levelled as a Priest) has Phoenix Tome, Golden Hairpin, Robe Of Lords and Running Shoes.I've never cared about stat growth. However, I think Altma is overdone. She's a very difficult fight. As I mentioned in the other comment, I want to make some gameplay changes to adjust a few things, and I think one of them will be a slight nerf to Altma and her knights
Ramza and TGC had their special jobs while Balthier and Reis had Dark Knight along the female mage unit having Sage. Everyone had Celestial Sword(Paladin command), Speed Save(Sage gets HP Restore), Ramza and Sage get Non-Charge while the rest have Adeptness(Could use Magic Defend Up/Sturdy instead), Teleport 2.
For the Altima fight, it boils down to getting rid of Vormav and Rofel as soon as possible while at least draining Klein's MP and then getting rid of the remaining two minions. While you do that, put up reraises, spamming Defiance to the point where at least one of the unit gains double turn before Altima's turn and spread out the units in the field. Paladin's command is soo goood, Defiance gives speed, Salvation is instant cast Full Raise, Divine Light is instant cast Esuna, Concerete gives more than 50MP at least to another unit and Holy Punishment/Explosion gets boosted from Lightbringer(TGC uses Mjolnir). Though everyone spams Holy Paladin attacks once Altima gets into her Phase 2 as she becomes weak to it.
The fight become way less RNG and is doable, had to restart once when Altima(she still acts first) used her status effect ability on her first turn instead of Ultima. This was the only issue in the fight since there is no gear that makes you immune to Stop, Toad, Berserk, KO, Petrify and Poison(this status is a non issue) at the same time. Though I am not sure if the intended overall strategy of this mod is basically:
1. Use your generics/early special units(Mustadio/Agrias/Rapha) to get to Lv99 while Ramza remains levelling in strong jobs most of the time so when you get strong special units(Baltheir, TGC, Reis) at Lv99 thus reducing the grind and not having the risk losing out their optimal stat.
2. Unlock and master Paladin Job.
3. Have all the Speed stat in the world, especially the initial Speed stat and permanent Haste.
If this was the intended course, dang thats hardcore cause you can get 'softlocked' if you badly level ALL your special units. Either way, the final boss gauntlet was actually fun with this amount of preparation. This mod requires precise planning, no time to try something silly especially in the early chapters.
Quote from: maroon on July 14, 2025, 08:27:32 pmwhat kind a different rom and warning is?The editor is made for the US rom (md5 checksum: aaffeb638f1ac98ed3a954264ad1bf2e).
Quote from: maroon on July 14, 2025, 10:46:12 pmhow to make patchIf you're using Delta Patcher you just select the original (unmodified, vanilla) rom, the modded rom, and where you want to save the patch.
Quote from: maroon on July 15, 2025, 09:42:26 pmi know the problem because when i add new abilities and new job because it unuse abilities and unuse job that why it appear incorrect abilities.I've figured out the issue. It affects the Ability Sets 0x60 to 0x64. The menus use those as hardcoded ids for the current Job's Ability Set, current equipped Secondary Ability Set, Items, Reactions, and Passives. I'll try to fix this in a future update, but for now this is just an annoying visual bug in the menus. You can probably work around it by leaving Ability Sets 0x60 to 0x64 blank and only using 0x65 and up (see attached image for an example).
Quote from: Atherus on July 16, 2025, 06:30:42 pmI just went through this backtracking the map multiple times. Elric already said it earlier, but i'm guessing it's what happened to me:the 13th zodiac stone from the end mission
I ended up back at Limberry to find my last treasure after an exhausting search.
Also there are no treasures in Deep Dungeon to my knowledge unless you are talking about Move-Find items.
Quote from: 3lric on November 07, 2021, 01:10:54 amId double check a list online. You are likely missing something, as this has been tested quite a bit. Remember some propositions are seasonal. And thank you. Glad you enjoyed it.
Quote from: Rurusachi on July 14, 2025, 12:29:29 pmIf you send me a patch for your modded rom I'll fix it for you so the editor can load it. Even if you don't plan to use the editor for it I'd at least like to figure out what's wrong.Oh the patcher tells me that your patch is made for a different rom than the version I have (and that the editor is made for). If I ignore the warning I get errors when loading the rom with the editor (I can click past them but it will definitely cause bugs). Do you get any errors or warnings when you load your rom with the editor?
- No problem. If you have any more questions just ask me
- There is a Prize table for each region (Targ, Camoa, etc.) + 1 Grand Prize table for each auction. The prize tables have 8 item slots. Each slot is 4 bytes, a 2-byte item id + a 2-byte story progress requirement. If the current story progress is below the requirement then that item will not show up in auctions (This is set to 0 for all prizes in vanilla). If you want to hex edit this then the first Prize table starts at 0x05404578 and the first Grand Prize table starts at 0x05404818 (check the editor for which tables are used in which auction. They're not 100% sequential).
- I'm not sure what exactly the problem is. Do they just not use the abilities? How exactly have you tried?
- I'm pretty sure I've figured out Blue Magick in the editor. There's both a bit-flag for "Learnable by Blue Magick" and a field for which ability is learned.
- know where the Job Requirement descriptions are but I haven't added them to the editor yet (Kinda. They are editable in the string tables but not in the Job Requirements tab). The editor supports adding additional Jobs and Job Requirements. The problem is that the Job Requirement descriptions are right in the middle of a string table (instead of at the end) so I need to write a small hook that handles extra Job Requirement descriptions properly.
The editor currently can't change AP costs for Passive and Reaction Abilities. I'll add that in a future update.
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