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Started by gatebuster202, June 28, 2015, 10:49:54 am
Quote from: gatebuster202 on June 30, 2015, 01:20:55 amA thought struck me as I was replaying through Vanilla.Why does Ramza keep his squad from Chapter 1 to Chapter 2? These are all Knight Cadets, of rich nobles, serving Duke Larg... Why the heck would they all turn Mercenary, with Ramza, when they have stable jobs, in the employ of the Nobility.Answer: (At least for my patch) They wouldn't.To implement this, I'm thinking of giving the player, four squad members that they can see in the formation screen. They are the player's B-team, they will be level 5 at the Start of the game, kitted with basic gear. These guys are there to handle a random battle if it pops up, but I'll have them removed after Zeikden. This will include locking out the soldier shop til Chapter 2.The A-Team, will be set for each battle, growing in level and skill. This is just til Zeikden. So, I might find a way to shorten this section, or make it awesome. (In a game full of choices, it will be hard to take away your options and set up a static squad. Hopefully this A-Team, which will have the same names, as B-Team, will have a story for you to get into.) Also, I'll hopefully create battles that have several solutions. (But not easy ones.)What this will mean, post Zeikden. Rad, Alice and Lavian, are your three squad members. They will have some nice progression into the skill sets. The next thing then would be taking away the Soldier shop in Chapter 3... After Ramza is declared a Heretic... When the Glabados Church is the only religion, the kind of people that would accept a heretic's coin are... Well, their the social dregs in a society already fret with war.So, the question would be. Do I have the soldier shop? Do I have it for just a chapter, or the whole time and anyone hired is left in the party if it is done before Zeikden? Do I just give Ramza a moderate hit rate Invite instead?(This is an option I've played with until I saw the Soldier Shop Hack...)Anyway, an Update for the end of the Month.Almost done with my first round of item changes to create a fresher battle experience.Armors are now weak to Lightning, Helmets protect from Darkness and Confusion, in at higher tiers.Most Robes are now weak to Fire, and Hats either boost PA, MA or Spd.Clothing was, mostly unchangedAll Accessories, will start with the most basic item. Each one must be poached and provides a bonus that all other accessories in the same family. Then you take a few consumables and your base accessory to the synth shops and make the new accessory. Sometimes, you'll need a synthed accessory to hit the next tier. Still working that out on paper first before I implement the rest.Boots - Battle Boots (Move +1)Armguards - Power Wrist (Cancel: Don't Act)Rings - Protect Ring (MA+1)Armlets - Diamond Bracelet (PA+1)Cloaks - Small Mantle (Cancel: Poison)Perfume - Cherche (Permanent: Regen or Start: Haste)Consumables. All consumables will need to be poached, including the potions... Now, this might seem a bit extreme, I'm buffing the items to compensate. All non-healing items are going to inflict statuses instead, and either hit at a high rate or be automatic infliction. (I haven't decided what I like better).Weapons are still in progress. (Most things will see Pwr Reworks.)Knives +1 Spd, Swords can't be dual wielded, and Coral Sword is Water-based. Knight Sword's can't be dual wielded, Ninja Blades are mostly untouched. Katanas are now Two-Handed only. They will probably get a group of elemental assignments. To match the new Draw Outs.Axes may get a PA boost in-exchange for not being able to cast Sword Skills. (Which, two-three classes will use.)Most Rods will protect vs. Silence.Staves will boost MA as well as benefit from a Pwr increase.I left off here as I closed the Patcher tonight.I understand that item changes are the easiest to do and balance. However, putting up the progress helps me stay at a healthy pace.The nineteen classes I want to create have been put to pen and paper. Now I have to code them. You can see their one-two line descriptions in the OP and their Equipment limitations.
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