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QuoteHmm, did you re-include Magic Evasion? I noticed that Goblin Punch against an EvilShell seemed to have a range of 8-64!
What do you mean by "re-include"? I don't recall doing anything special in that regard...
enemy Magic Evasion and Evasion in the original game is bugged (or purposely sabotaged by the makers) to never actually be put into monster's stats. So enemies that were supposed to mitigate good amounts of damage don't because they have no actual evasion and the original game only has a defense rating max of 5 for monsters because someone got very. Very lazy.
Ah ha! I love the idea of changing the basic Fire spell into a Bomb, as obviously that would be a bit more traumatic for Rydia to deal with instead of the basic element of Fire, but the Actual Creature that destroyed her village.
Wow! I don't recall bows and arrows being This powerful at the start. You've really made her into a worthy Archer.
Hmm... was Rosa's sprite changed ever so slightly? I don't recall the purple on the hem of her robes and tiara.
Hmm, I noticed Mt. Hobbs got a slight palette change to look colder, nice attention to detail.
Since Rydia will be learning the four normally optional summons does that mean the Summon Orbs is a different range of spells for a different character?
Admittedly Rosa trying to push Rydia to summon the very creature that destroyed her village does seem a bit heartless.
Love the new animation you used for it, even down to the Summon Orb sound. There's Technically an unused Map Sprite in the Visual Effects for Summon Orbs (and Black Magic as well) but there's no way to easily activate them in a normal sense without custom code. Now Rydia has one of my favorite Summons! I like the Bomb Summon because it's not just Fire Elemental, but its damage is based upon Rydia's HP which is a neat concept. The Mist Dragon uses a similar one except without an elemental.
Interesting... the Dagger must have replaced a piece of Mythril equipment since it deals racial damage to Spirits, nice touch! It makes it worth putting Edward in the front row.
Group of Cockatrices? Just use Allure and let them have at it!
And that's Mt. Hobbs done. A good little display of the skills acquired so far. Mainly though Allure wrecks most of the enemies in the place.
?!Wha-?! You mean to say a Kingdom of Monks isn't selling the most powerful Dark Knight Equipment?!
Hmm, the White Mage in the tower still says that she wishes she could use the White Magic as well as Rosa. Rosa in this only has Time Magic, I don't think that a healing White Mage would be so envious of that.
The Ancient Sword? That actually makes sense for this point in the game rather than After you have the Legend Sword to be given a sword with 5 less attack and no bonuses (It can Curse, but that's hardly necessary in the normal game). But is it now an actual Dark Sword as the King of Fabul says?
Eh? Warped straight to the boat? Thank goodness I de-quipped everyone then!
...What?
We made it to shore? Well... I better re-equip everyone again!
Haha! Rydia's little quip at the end there is a fantastic nod to the original game.
The guards are always getting drunk? I know that definitely wasn't in the original game.
Hmm, the Mythril Knife however may not have been the best investment, with its only difference that I can see being +5 attack from the Dagger. Mythril Staff seems a bit useless for this party setup, but it's something to hold onto for later with the +5 Will it provides.
Salve is so much more useful here than it has Ever been in the past! Very good balancing work here.
Wow... I had to run to survive an encounter and now because of my reckless bravado I am nearly out of resources. I am actually going to need to backtrack to an item store to see that I am adequately prepared!
Edward learned the Life Song, thank goodness! That will make getting through here on the return much more manageable, haha.
If I may make a slight suggestion, perhaps the Harps could increase Edward's Will? I noticed that all of his Songs are considered White Magic and as it stands they are a little bit useless on their own at the moment. (Though I suppose the Dreamer Harp has some strategic use being able to Sleep a Foe.)
Also did you do something to rehide the hidden paths? I noticed they are much more difficult to see. I wasn't sure if it's the new emulator I'm using though.
Hah! I did not actually expect to find Cid in the dungeon! Also, one slight little graphical glitch. If your main character isn't Cecil the graphic will still be the palette of the character you switched from. A pause buffer should prevent that, but since no other new scene has had that you're probably aware of this.
I like Cecil's more forceful renunciation of the false king, rather than the confused respectfulness he still holds for him in the original.
Cagnazzo is first to join the fray!
Thunder... did not break the barrier, oh now I'm worried.
Wow, not being able to dispel the Water makes Cagnazzo quite a threat! Thankfully I was adequately leveled so my people could survive the onslaught, and thank goodness for the Hi Potion treasures along the way or else I may have been in real trouble.
Received Water Crystal... hah...
Baigan's a good guy!!! This is awesome! I loved the Cecil pushing Baigan animation, very good work.
Oh.. this is an interesting plot twist, I had never considered the Fiends getting their power from the Elemental Crystals and why Cagnazzo sought Mysidia's first.
Misty Mountains?!
"Far over the Misty Mountains Cold... to dungeons deep and caverns old... We must away, ere break of day to find our long forgotten gold..."
This mod just became one of the most awesome I have ever played.
Ah, the party leader jumping up and spinning with their hand raised is such a neat little animation.
Unfortunately I have to call it here... but this has been a most enjoyable time! This game literally just kick-started into high gear! And off to Troia through the Misty Mountains!
But that will have to wait until later, work calls...
Looks like everything is work a-okay once more!
I do have to say that "Summoners, those who can use Summons" does seem a little redundant. But then again I imagine this is a literal change from the original text that was there. I take it you're likely going to avoid the term Eidolon or Espers?
Ah, I noticed you improved the power of the Soldiers and Captain slightly, dealing 18-23 damage to Cecil. A good first use of Poison and Blind then to mitigate the damage while taking out the captain. Good on you giving Venom an actual attack stat instead of that quizzical "1" the original game used.
"Someone picked up a sick girl from Baron fainting." Something... seems off about the composition of that sentence, I can't put my finger on it though.
Wow, very different Armor Shop. Let's see here...
Ah, the RubyRing increase Wisdom by 3. That is a tough decision... for early levels Rydia likely needs the defense so she isn't killed in one attack.
Bard's Robe decreases Magic Defense by 1, but I bet it still prevents Silence.
The Defense Gloves give no Magic Defense but give a nice boost to Vitality making it so that Rydia can have Just as much Defense as Cecil... was that intended?
I also noticed that Cecil can equip a lot of this Cloth items, meaning that he can have a respectable magic Defense score, if desired.
Ah, new Weapon Shop as well! A Broadsword, a Dagger, the Dreamer Harp, Short Bow and Wooden Arrows (instead of Iron, interesting FFIII reference)
I'll pick up a dagger, maybe Tellah can equip it, but I imagine it's probably for Edward as an alternative to the Harp.
Looks as if no one but Rosa (so far) can equip Bows and Arrows, FFIV DS reference?
15 Attack compared to 10, not a bad deal, but I imagine that there will still be enemies weak to the Dark Sword, so I'll hold onto it.
Ah! You changed the way Dark Wave worked to apply to only the Dark Swords, nice touch!
Oh, Rydia starts with Imp, eh? How peculiar...
Hmm? Changed Animation on Mage Arrows? Well... they do look more like Arrows now in any event.
Ah... it seems as if Poison doesn't Actually Poison? I imagine it's a Dark Elemental attack, all the same though.
I just noticed that Rydia lost her Black and White Magic, that does make her play extraordinarily differently. It does mean that her Will stat is rather useless though as with her Wisdom for the start of the game since Mage Arrows will always be the better choice than Imp. Granted once she gains some MP "Help!" will have some definite use.
I see, Poison inflicts Sap on the foe.
Wha? A Lit-Bolt from Larva and WingMoths? I'm always glad to see Drop Tables being adjusted!
Oh. Level 5 Rydia learns Chocobo, nevermind she's good to go then.
Already Cecil has stopped one-hit killing foes. Good. It takes a lucky high range hit to kill the EvilShells.
Ice-Ball from the EvilShell's hmm? Again it makes battles worth fighting.
The EvilShell's damage though may leave something to be desired. Looks as if Damage Tables may not have been touched, possibly while HP was adjusted at least.
Imp does eventually do respectable enough damage for 2 MP, making it superior to Mage Arrows.
Tellah starts with a Lot more magic than before! But notable his MP pool has been cut in half as you've said before. I noticed you took away Osmose though so you have That much magic until you get to a save point or use an Ether, it's very much in line with classic FF spell charges in some respects.
Hmm, did you re-include Magic Evasion? I noticed that Goblin Punch against an EvilShell seemed to have a range of 8-64!
Whoa. Was not expecting Rydia to learn Shiva at Level 10!
So the Ice Rod now has a +5 Wisdom bonus? Quite a lot there. But I somewhat imagine this +5 will hold true for every basic elemental rod.
It's interesting to see Cecil being useful against Flan with his Poison magic.
The Darkness Sword also increases Wisdom by 3. Full upgrade then.
Mythril instead of Hades, eh? Ah well, looks like it has the same functionality.
The Darkness sword can Blind, good to know.
Looks as if Octomammoth doesn't lose legs anymore and though he attacks often, he doesn't have much of a hit. Also Cecil is dealing 400-500 damage with his normal attack! I guess Octomammoth is x4 weak to Dark?
And after Berserking Cecil he lasted for two more attacks.
Bit of a different treasure set up in Damcyan with a Bardrobe instead of a RubyRing.
Oh I see, Magic Gloves replaced the Rune Ring with the same bonuses to Wisdom and Will in any case.
Hmm, possibly a glitch, the soldier who is supposed to vanish to access the storeroom continues to exist even after the Damcyan events. I looked for another way to there, but there doesn't seem to be.
The Dagger provides a nice Agility boost for Edward, if nothing else.
Well I think this seems a good place to call it for now, I don't want to overload too much and overwhelm you with an enormous wall of text.
Hmm, beginning seems normal enough, I see that Cecil starts with a fair amount of different armor though only maintaining the Shadow Sword. The Shadow Sword gives Cecil 3 Wisdom, very nice and because of that it is clearly worth hanging onto.
Looks like Kain also comes with new equipment. Much the same as Cecil except for a Wooden Spear.
Ah, the opening treasure chests were changed from 480 GP and an Ether to 300 GP and a Tent, interesting changes.
It seems as if you've kept the Remedy over Everything style of game, it keeps it closest to the US SNES Version I suppose.
You cut down on the Training Room... outside soldier's text. Likely to make room elsewhere.
Ah slight continuity error, the woman in the Item Shop still says to take "Cure1 and "Heal Potions" Instead of Potions and Remedy.
I have to say I love the Dark Slash graphic, how did you change the color of the slashes? Or... were they tied to the weapon palette all along?
Oh, the Eyemoths can put to sleep when they hit. A nice early game touch.
Hmm, looks as if the Mist Dragon deals only 1 damage to Cecil, about 20 to Kain. Was her attacks made Holy Elemental or something? Or did you not alter the attack of the Mist Dragon? Since it seems Vanilla for the most part thus far, I'll assume she hasn't been changed.
Um... I walk into Mist and am attacked by the Eight Elemental Fiends in a battle, Milon uses Quake and that's all she wrote. I think I'll need to go into triggers and fix that...
Yes, in FF4kster it looked as if it was somehow switched to "Lugae Battles"....
Hrm! When I try to fix it, it shows up fine in the program and if I exit the program and re-enter it is still changed, but in-game it is still the Fiends battle. It's as if it's not actually saving (even though the time it was last modified does change) somehow and because of this there's nothing more I can actually do.
Oops, I missed your edit to the previous post! You'll have to fix that byte again after repatching, but in future uploads it will be included. Thanks so much, and sorry about that!
Regarding the Ciriatto thing... I wonder if the multiple enemies may somehow be coming into play... Maybe look at the monster arrangement ID (the one that determines where on the screen monsters are placed).
I'm wondering if, since this arrangement normally assumes just one monster, it may be getting confused about the "proper location" of the second monster. Normally, this has no effect at all on special-sized monsters, but, hey, stranger things have happened. Maybe try using the arrangement data used by Trap Doors, where one monster appears exactly as the first one disappears.
Worth a shot anyhow...
Just to confirm what I already know... "Fiends" is just one monster, right?
(As an aside, I just realized how silly the "Fiends" battle is in context, and it's not your hack, this comes directly from ffiv... Rubicant just finished saying "you showed me the power of teamwork," and then the Fiends proceed to challenge you one-at-a-time)
By the way, is FF4kster doing something wrong with magic list names in the menu? Rydia's magic seems to be called "Sumn u."
Wha- Tellah?! At the end game?! Your patch may have gotten even more awesome, if such a thing were possible!
Ouch, Tellah has less MP in this than he does in the original! I guess that's the price paid for having access to all of both magics.
Thanks! Tellah is gonna be quite unique in this actually. Spoilers ahead for game mechanics (but not story):Galaxy... is that Galaxy Stop from FFT? Stop on all foes?
And what does Comet look like? (Probably... like Comet... right.)
Harm... right... I do need to make that custom routine for you still. Question is, where would you want it, and what would it replace?
Hmm, for "Bird" I would suggest "Roc" it's... a slight pun, but that's also what the enemy's were called in FFII as I recall.
Right... the Break Blade... that's not just a rename of the Stone Blade is it? If so that has a game breaking glitch associated with it. If it is literally Break, afflicting Petrify on hit then there's no worry.
Apollo Harp, I am always glad to see more Harps added to FFIV for Edward!
Whoa! This is an enormous spoiler! I love it, but it's such a head-turner to those who know FFIV like the back of their hand.
That moment when Golbez revives all of the Eight Fiends is awesome! Very well set up!
Chakra... ahem... right. I'll get to that too. Again though I would need to know what you want replaced for those requests. In a hack that doesn't move pointers around I can't utilize any empty table space because, there is very little or none (there is two blank ones for Commands though. Cid's "Crash the Game" skill and a blank one that closes out the table and one copy in Spell Routines which is a copy of Count's Pointer.)
When it comes to my hack I'm now in the battle-programming section of it, so once I finish with the Dark Knight/Paladin switch in-battle for Bahamut ZERO I can get to your requests.
I have noticed that every other team member you have here is those who believe to have died when Leviathan attacked or Actually died... were these four revived somehow? I noticed their absence in other videos, but I wasn't sure whether it was just coincidence or not.

Hmm, looks like Rubicante's portion could use a little bit more Spell Power, since he dealt only 11-50 damage with a full party Fire2.
Wait, wait...! Your Rydia has "Help!" as well?! Haha! I was making the new commands for her base class and one is a skill that she can only use when in Critical that would call a random Summon and could only be used once per battle. I imagine yours may be what became of Recall though? Random chance to call a random Summon at it's proper MP Cost?
(Though if you had mentioned it before I likely subconsciously stole the idea, eh heh)
Ah you gave Edward an entire Bard skillset, very nice.
Is Bio now Dark Elemental? It dealt a ton of damage to the Holy Elemental Fiend.
Cagnazzo packs a bit of a punch! 500-700 damage per attack on the back row!
A Fairy Harp, hmm? Is that in reference to him saying that he learned a tune that could drive off evil fairies?
Malacoda seems so much more difficult here, likely because of the randomness of her targets and the power of that Bolt 3. Very nicely done.
Wow. Globe 199. This girl doesn't fool around in this second round.
Ah just read the "not your final party, quests will decide your final party" layout. So it was just a coincidence, heh.
That was an amazing and intense battle! Eight forms to fight through really ups the ante and they aren't slouches either.

Now as for those glitches... I know nothing about graphics so maybe Chillyfeez knows what is happening there.
But applying weakness to Wind *In Battle* does not give the enemy Float. DeathLike2 took notice of this long ago that enemy's that are summoned into battle that have weakness to air do not have the float status. An easy solution is to chain Float into their attack chains, but removing the Float Spell would be tricky, unless you have a free slot left that would be a dummy spell that would only Purely remove Float and chain this invisible Float-Dispel into their Attack Patterns.
I think the name "Unprecedented Crisis" is a really strong name from what I've seen of this mod.
The first thing I'd look at is, what size (actual, rectangular size) do you have set for ciriatto? It almost looks like maybe the height is something like 25 instead of the 8 or whatever that it should be. It would be possible to fill only the top portion of that space and the rest with empty space, which would lead to that weirdness...
But... If you don't get that in the regular ciriatto battle, then that wouldn't be it, I guess.
Can't really think of any other possible cause, though.