Please login or register.

Login with username, password and session length
Advanced search  


Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Celdia

Pages: [1] 2 3 ... 96
The Lounge / Project AM2R v1.0 release (Metroid 2 remake)
« on: August 07, 2016, 12:13:14 AM »
I know some other folks around here were interested in this project. Just in case you haven't been keeping up though, version 1.0 has been released, meaning the project has been fully realized and is complete! For those not familiar with it, this is a wonderfully faithful and incredibly conceptualized remake of Metroid II: Return of Samus. It may well become the definitive version of the game with fan acclaim. If you're any kind of a fan of the 2D Metroid titles, give it a try. I can't imagine you'd be disappointed.

Downloads and info here:

FFT Arena / Re: Team submissions
« on: July 28, 2016, 07:22:11 AM »
I think I've got the syntax for this correct. If not, let me know.

Celdia's Complete Patch / Re: How is Phoenix Mortar supposed to work?
« on: July 28, 2016, 04:03:50 AM »
They ARE supposed to revive at 0 HP. They will fall again if the game forces them to check their HP. Any damage and I believe some attempts to apply status trigger the check, possibly some other stuff. I forget what exactly. I'm pretty sure their own End of Turn also checks HP so if they have a healing skill that works at instant speed (Bandage) they can save themselves from dying again but something with a CT (Aura) would never get cast because they'll fall first.

It's kind of a Hail Mary revive strategy. You need to be ready to follow up with some healing.

I really need to figure out what the hell poaching can be used for in my patch. When I had the Chef class in there I had this whole thing where monsters dropped poachables of their respective Chef-skill items but since pulling that out I haven't had anything worth replacing it with. I still don't know if I'm going to put it back in at all. I'd try putting in the synth shop hack but I have a feeling something that complex trying to work with CCP would make the whole damned project implode.

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 24, 2016, 03:30:12 PM »
I just started this today and I have to say it is a very interesting mod. The classes are all very good so far and I can see some combinations for later use. I have only just beaten Dorter and my favorite thing is how I have not needed to grind at all to make it through the story fights unlike in vanilla where I would have to level a bit to make it through Dorter.

The balance is very fair and I love what you did by referencing other games (FF6, Fire Emblem & Castlevania). The thing that made me give this a try was the Hawkman class that I am eager to unlock and the rods gave me a surprise and are very unique. Very good mod so far as I continue to play. Thank you for all the hard work.

Thank you for the kind words. I hope the patch - though incomplete - continues to entertain. :)

I see Ramza actually changed some of his skills, that's kind of interesting.

Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.

Ramza's skills change from Ch1 to Ch2 and then again from Ch3 to Ch4. If you didn't buy them early, they cost more later on. So its like free upgrades to early purchases.

As for the Wondertwins, I'll have to doublecheck their equipment access. Never know if it was just an oversight or something I'd planned to give them and forgot to set properly.

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 18, 2016, 04:25:46 PM »
I can easily make Ramza a Vanquisher, which is honestly thematically appropriate for him.

Thematically appropriate? I suppose if we're talking about him killing Zalera... :P

Celdia's Complete Patch / Re: CCP sprites
« on: April 16, 2016, 10:16:16 PM »
If the folder name for my patcher is accurate, I'm still working from 481 which handles the ISO just fine.

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 16, 2016, 10:14:38 PM »
These summaries are wonderful to read. :D

I'll have to take a look at Alma @ Zalmo 1. Dunno what happened to her MBarrier skill that it's blasting shit instead of protecting. Also interesting that Ramza is your liability in the party instead of a leading damage-dealer. It doesn't take too much work to make him fairly powerful going into the midgame.

So... liked Inside Lionel, did you? :P

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 13, 2016, 06:17:48 AM »
- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.

- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.

I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.

(Also I'm a bit confused as to which damage stat they use, MA I assume?)

- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.

- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.

That's all.

Going backwards, those last two are likely just text that need updating. Pretty sure MA is the main factor for Cannoneer damage. And yes, some Demagogue skills are supposed to include the user in their AoE. The power is in the words, not the speaker. They're not immune to them and they can't avoid hearing them.

Uploaded a new version of the patch in the first post here. Just a few little fixes of things I noticed from Reks' videos as well as some long-overdue balancing and changing of things he mentioned (looking at you 3 pieces of Immune: Blind equipment on Miluda at one time.)  So if you're early game and you're using Polished Corselet and/or Goblin Cowl items you might want to give them another quick look before your next fight. Fleetfoot should be operating properly now as well. Some other things got shuffled around like text and a late-game skill here and there. Happy hunting :P

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: March 13, 2016, 08:56:59 AM »
Alkarl, your experiences at the Thieves' Fort leave me just a little worried for your team. :D  If a single mortar hit really decimated your team, I'm left wondering why because it never was a particularly powerful skill, damage-wise at least. Was it multiple hits from it that caused an issue or really just a single volley? I may need to rebalance it some if its tearing up early parties.

Hahaha! I know that video. Thank you for the support, alkarl. Looking forward to your thoughts on the project thus far.

Thank you, Elric.

Also, @Tezla, this version of my patch is still incomplete. Reis hasn't been finalized and when I'm done with it Cloud won't even be IN the patch, among other changes ye to come. I'm aware that there are incomplete attack animations for several of the monsters. Getting those in order has been spectacularly low on my priorities list since it doesn't affect gameplay very much. If you notice any other bugs that aren't listed in the Known Bugs notation in the first post here though, please, feel free to leave me a note about them.

I'll drop you a PM about the Blue Mage specific skills to look for.

The Lounge / Ramza in Dissidia
« on: January 29, 2016, 10:11:06 AM »
Not sure if I'm late on this one, but anyone caught wind of this yet?

Blue Mage won't learn from an ally unit. You have to be struck by an enemy to learn, but you will instantly learn the skill if its one of the learnables.

As for making it easier to get...this is Tactics. There's no need to rely on luck. Just learn need to how the AI works.

Yeah, there are a few abilities that don't track their target and aren't supposed to/should really cancel if you move but I haven't got that working as intended.

As for the Turtles, there are a lot of ways to disable reaction abilities. Or just lower their Brave. ;)

Poach is missing currently. It might come back later. Haven't decided.

Also, newer version with a less-broken Orlandu is up.

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: December 05, 2015, 12:03:39 PM »
Yeah, looks like I left some testing stuff set up in there. I posted a new version in the other thread OP with what should hopefully be a fixed Finath. Also tuned Vanquisher a bit.

Glad to hear it, frogles. Post in the battle logs thread about your run on the new version and give me some feedback. The more I get, the more likely I am to work on the project more. :D

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: November 04, 2015, 08:26:46 PM »
Updated the available version in the other thread if anyone wants to poke around at it. Should be playable up through Poeskas Lake now. Alchemist got a strange sort of overhaul. I wouldn't mind some feedback about that one.

@Argy: Related to ^...  That thing about assigning a job class via items? Might not be quite what you were thinking about, but give the Bag of Holding a look.

Pages: [1] 2 3 ... 96