Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by Zeke_Aileron, August 18, 2017, 03:58:48 am
Quote from: chocolatemoose on June 11, 2018, 10:31:00 amI know nothing about hex editing this game, but I'm pretty sure when I last played Eternal's GG mod that he had characters start with full MP with no MP gain over time.
Quote from: R000ster on June 11, 2018, 12:17:35 pmI'd actually agree with Moose on this one. I enjoy that almost all abilities use some MP; however, I don't particularly enjoy that aside from Shield Charge on the special Gria that there's no cheap abilities that to allow you to still have a net gain of mana after said ability is used (even if only 5~ or so mana is gained instead of having to sit on your gain per turn of 10 and not take an ability action in order to use anything the following turn).It's a fine balancing act, that's all.
Quote from: Zeke_Aileron on June 11, 2018, 10:55:24 amthere's enemy formations that have Illusionists, Scholars, and Black Mages with last tier spells and with that it'll make their starting turns really strong, same with the bosses i mentioned....
Quote from: Zeke_Aileron on June 11, 2018, 08:21:51 amI thought about it before, i was just not sure on how to do so cause it'll make the bosses in the mod able to use their strong "All Foes" abilities right off the starti might make a update along with my Quests update to fix the mp issues if possible on my next day off...
Quote from: Zeke_Aileron on June 11, 2018, 08:21:51 amI thought about it before, i was just not sure on how to do so cause it'll make the bosses in the mod able to us their strong "All Foes" abilities right off the start.
Quote from: DeSgeretjin on June 11, 2018, 09:46:50 pmMaybe the enemies could have some weak skills that could be spammed every turn while they wait for mp for their super strong skill.
Quote from: Stormlag on June 13, 2018, 07:53:44 amI think the Quicken status is too overpowering... maybe lower its chance by 10% or less
Quote from: R000ster on June 14, 2018, 05:57:53 pmSo for the first time in my life, I got absolutely bodied by Klesta twice in a row in the tutorial mission, haha.I really like the change of full MP at start with no regen, but after trying to beat the intro twice, I feel like in the early game that the decision to have all classes begin with 20-24 max MP was a great idea when tailored to the previous 10-mp-gain system, but adds a bit of artificial difficulty with the new format for MP. Maybe a rebalance of starting MP pools would help? Or, perhaps a smaller regen amount of MP per turn (5 in lieu of 10?) and keep the starting MP amounts and full MP starting in battle would be a good balance.
Quote from: Zeke_Aileron on June 14, 2018, 10:32:48 pmHaha, yeah the tutorial with the new MP changes is brutal, i wish i could change the MP regen but all i know is changing it from 10 for vanilla and 0, nothing else sadly and you're welcome, i wanted to keep the MP pool for all jobs starting cap at 20, Physical jobs have a MP growth of 2, Caster jobs have a MP growth of 3, so most jobs would have around 180-196 at level 75(the cap in this mod).
Quote from: R000ster on June 15, 2018, 12:05:57 amOkay, I'm going to go out on a limb here and say it was definitely intentional! Weaknesses and resistances based on job and race! This is going to be a great layer to the game, assuming npcs suffer them too.For anyone who hasn't checked it out or curious:Humes: N/ANo Mou: Earth weaknessViera: Ice weaknessBangaa: Air weaknessMoogle: Water weaknessGria: Earth weakness, Air resistanceSeeq: Electric weakness, water resistAdditionally, there are some Dark weaknesses and resists (half damage) added to a few classes:Dark Weakness: White Mage, Bishop, MagicianDark Resist: Paladin, Brave Knight, Ninja, TemplarI think this a is a great start to a unique gameplay experience honestly. Any thoughts perhaps on adding in more resists on a racial or class level? For example, looking at Seeq the racial weakness to Electric onn the Viking class stands out to me, maybe it could be cancelled out or flipped with the water resist. Lanista not getting a Dark Resist also is a bit odd when other classes got it. Also, maybe there's an argument to be made for Bangaa getting an Earth resist so they're the polar opposite of Gria, useful or not. All in all, I can't wait to start this playthrough.
Quote from: R000ster on June 15, 2018, 01:05:39 pmSo some feedback, after playing through grabbing Adelle and plenty of levelups with Bonus Exp I reeeeeeeally feel the lowered starting MP pool for all classes and gain on level up just don't sit right with no MP regen, even though the lowered ability costs from where they were are generally good improvements.The game devolves into literally "move, basic attack or pass" very quickly once all units have used the one or two abilities they have the mana pool for. Additionally, No Mou/colored magic in general simply can't keep up and are essentially useless after their two spells. Colored magic is good but casters are dead units, there's no reason to justify using them over a physical class because of the lack of use after they've used their low NO.
Quote from: R000ster on June 15, 2018, 05:04:16 pm10 MP recovery per turn is absurdly strong with starting max MP, totally agree. I think you've found the perfect balance with actual MP costs for abilities; the last thing that remains is finding the sweet spot for MP regen per turn; 4 or 5 actually sounds perfect with the abilities that require 12-16 MP. You can build up towards a "free" one after a few turns but if you're not careful on "banking" your MP and selective use of it, you will still run out and have to wait 3-4 turns before using that ability again.Looking forward to the next iteration of the mod
Quote from: Zeke_Aileron on June 15, 2018, 05:15:49 pmSo my next set of stuff for the next update is:Re adding a 4 MP regeneration per turn.Bangaa's resistance to EarthSeeq's Lanista job getting Dark resistanceDisable MP Channeling Clan PrivilegeOh before i forget, you can still obtain MP Channeling through the Clan Trials, but using it as a Law Bonus does nothing, so you pretty much have a empty Law Bonus for the whole battle, lol.
Quote from: R000ster on June 15, 2018, 05:33:22 pmSounds solid.or maybe a weakness to Holy rather than Fire being as Fire is fairly common. A Holy weakness would allow them to be healed by a White Mage better than other units, but when targeted with Holy offensive actions work against them as a trade-off.
Page created in 0.039 seconds with 27 queries.