øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=383;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1185.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=383e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1185.html.zxƒ¿h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .àÊOKtext/htmlISO-8859-1gzip@øÕàÊÿÿÿÿÿÿÿÿWed, 11 Mar 2020 10:54:19 GMT0ó°° ®0®P®€§²ð®‚¿h^ÿÿÿÿÿÿÿÿ5àÊ Show Posts - Kea

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Messages - Kea

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31
Finished the Dark Elf/Dark Dragon battle a couple of weeks ago - the concept for the Dark Elf half is completely new - but I've gotten hacker's block on the Tower of Zot. Instead I've been brushing up on 6502 Assembly and hacking FF3j, another of my favourites.

As part of changing the Dark Elf/Dragon battle I've made yet more systemic changes: Dispel is unusable by monsters by default as it lacks an effect formula, so a new formula was created by modifying Black Hole to accept targeting parameters. Sap now inflicts 1 + (Current HP/128) damage per tick; Bio-induced Sap doesn't last long enough for it to be nasty, but there's a few Sap-inducing things I intend to introduce that will make good use of it. Additionally, units that absorb the Darkness element will instead be healed by Sap.

I also came up with a solution to the problem of determining when units should attempt to resist spells: magic spells can now be set to ignore MDF, ignore M Evade or both; this lets buffing spells not worry about missing without making spells reflected or cast by Confused monsters doing more damage than intended. And, it allows for damaging spells that cut through your defenses.

Finally, Goblin has a new formula; its base power is determined by the target's level. There's a random element so it won't be consistently powerful later on, but it's a fun and cheap way of doing damage if you have it.

32
Would it not also play the spell's animation, regardless of whether any statuses were applied?

When I recoded it for FF4 Advance I had enough space to make the routine return 0 if the target was immune to all of the statuses, but you may not have enough room to do that.

33
Yep, that's how it is in every version. That's how Twist Headbands are the thing to wear vs. Malboros.

The same thing happens with physical attacks that inflict multiple status ailments.

34
Alright, the new status effects for Protect and Shell are (almost - they don't display on the status effect list) complete! I had a rough time finding every little situation that called the critical HP bit - in one version, characters who died and were revived would start playing their spellcasting animation - but I think I've got everything. For the moment, Protect reduces damage from physical attacks by 33%, and Shell does the same for regular damage spells. I might make it reduce the accuracy of status spells by 33% as well, not sure yet.

Another thing I'm thinking of doing is removing the 50% cut to accuracy imposed when physically attacking to or from the back row, leaving just the 50% reduction in damage (or vice versa, leaving in half hit but removing half damage), or making the penalty a flat -20 to accuracy. Having to deal with half hit and half damage is a bit too much IMO, and makes your physical fighters extremely durable in the back row, since they'll take 75% less damage on average. Though that doesn't hold a candle to the original's effect of doubling defence.

35
The 'critical HP' bit makes sense, yeah. I should have thought of that from the start. It's only referenced in three places (once to apply it and twice to check for it and Magnetic Paralysis), so with a little bit of code expansion I can free that up too.

36
I have a few ideas...you might even see some of them in the next few dungeons! Well maybe not the Tower of Zot, that place has almost too many enemies - 12 introduced in there, and only two or three of them appear anywhere else.

I've finished working on everything in the Magnetic Cave but the Dark Elf. Right now, I'm taking a break from that to try something else: making Protect and Shell fully fledged status effects that reduce damage taken, instead of incremental stat buffs. I know I can free up one status effect bit by removing the status bit for Reflect; that status writes a separate byte to unit RAM data to track its duration, so it's possible to make everything related to Reflect check only that byte. I'm still looking for a second status effect to replace in this way (Stop is another candidate), although there's always the option of writing to a completely unused byte if I can find one.

37
I found the Chocobo time trial. The way it's hidden in the Highwind Pass was a good use of invisible tiles. I tried out the race too; it's cute, and impressive that you coded it in FF4's engine, but I got stuck on the last stretch before the end; there's a black chocobo in your way on a one-tile-wide strip and no way to get past him or force him past the bridge.

The new Highwind Pass theme sounds good, especially the xylophone, but the instrument that comes in at 0:35 sounds a little weak and indistinct. It sounds better at 0:57, so the instrument itself could probably be made to work.

38
I hadn't figured out the time trials, no. I'll give it a try.

39
W/E, that's all right. I didn't make any other changes aside from reducing the second form's defence.

Progress-wise, I managed to insert my first new monster!  :childish:

It turned out to be pretty easy, mostly just repointing data tables, but I did have to do some surgery to the Bestiary's monster GFX loading routine to make it play nice. The new monsters don't yet appear in the Bestiary, but adding them in by hand will be tedious so I'll see about trying to automate the process.

With new monsters being a possibility, there will be some secret monsters appearing in little-traveled areas of the world. Think of FF5's Prototype island, or the Peninsula of Power in FF1. Not going to say where exactly, but exploration will be rewarded with more than the usual groups of Golbins and Treants.

40
Welp, the board ate my reply. I'll just narrow this down to the most pertinent thoughts:

-Meeting Rydia was funny and well written. Cuore I didn't care for, but robot-speak and TAY are two things I don't like so maybe it's just me.

-Mist Dragon battle is a little confusing, but much less complicated than it first appears. Blast her with Lit3 twice and the rest of the battle is just physical attacks, although she's fast enough that she can switch to mist form in between you selecting Attack and the character actually attacking. This battle could use something more IMO. I saw that she can apparently use magic, but all I saw were two Mutes before the physical phase came in.

I had a lot of fun with the demo! I'll keep an eye on this space for future progress.

41
I think I might have discovered why you were having such trouble with Scarmiglione's first form: for some reason, empty hands were set to make you weak to Thunder. So Palom, Porom and Tellah would take major damage from his Thundaras for no discernible reason. I've fixed that little mistake and updated the patch, if you want to redownloads.

The next patch will cover everything up to your first visit to the underground and the fight with Golbez, which means that I'll have to get on with expanding the monster data tables. That will be a lot of work, although hopefully it won't take two months like this last update did...

42
I'm back at it. Strange that one of the chests is blocked off by a falling rock. Perhaps if I had waited to go after it until after I defeated Indra/Shiva, the path wouldn't get blocked. Oh well, too late now!

The monsters on Mt.Ordeals aren't that tough, you can mostly hold down A to win. Furio with the Mute Knife and Fire Claws OHKOs most things.


Cut-off on the save point text sometimes.

Liliths have Ether1s for stealing! Sure beats spending 10K on them at the store. Their Gravity counter only does a little bit of damage.
I also triggered Furio's Limit Break, but it just seemed to be a regular physical attack?

Anyway, at the summit we see Indra and Shiva plotting...well, it sounds like we have a couple of weeks at least, so let's go back and report.

Now we have Palom and Porom! Those are some funky portraits. I pick up a Flame Rod for Palom, a Cure staff for Porom and Gaea stuff for them both. A Frozen Ring sounds like a good idea here too.

Back to the summit. Indra's dialogue makes him sound prett casual about the whole "exterminate all humans" thing. I wonder whether the higher authority he mentions is Bahamut or a new character.

So, the battle begins against Indra and Shiva. I tried this boss battle twice, because the first time I gave the Twins the Mute Knife and elemental rings, only for them to leave the party immediately, so I reloaded and didn't give them anything good.

This is a strange fight. Casting magic on Indra causes him to use Reflect on Shiva, so doing that a few times lets you put up Reflect on your whole party. His Armor counter to physicals often ends up bouncing off of Shiva too. Pretty soon you can have 3-4 party members with Reflect up, so the bosses's spells don't do any damage. Anyway, I focused on Indra first, except for Furio who attacked Shiva with Fire Claws. He went down pretty quick to Palom's Bios, and Shiva didn't do too much afterwards - Palom bounced 1000-damage Fire2s off of himself to get around her Reflect, and that put an end to her pretty quickly. It looks like she gets a super move ready after a certain amount of time, but she didn't get any farther than changing her sprite.

Haha, I like Furio puffing his chest about being smart enough to go back and get the twins, like he wasn't perfectly willing to do the exact opposite!

Hmm, that silhouette definitely looks like Bahamut...I'm sure our trip to Eblan will be short and uneventful.

Oh no, a monster is attacking the ship! But hold on, I need to loot everything and haggle for Cure2s first. I appreciate Furio's faster movement here, it's a nice change from his usual ambling.

The tentacle boss was interesting. It seemed to be weak to Thunder, so after a bit of experimenting I had Furio attack with the Mute Knife/Thunder Claws while the ninja threw thunder darts or healed. The boss changed forms several times, but apart from a nasty one that used Hex and Venom it was pretty tame; both party members had Goggles so we didn't have to pause to cure Blindness at least. Managed to kill it in its Drain phase for a reward of 1999 gil and... a Scourge whip? Sounds like we might recruit Rydia at some point.

Oh, I guess we will! I like this scene with Edge, it shows how he's matured over the years. The story's shaping up pretty well now, I'm interested to see what happens next Off to Baron, then. Or rather off to the places around Baron, since that's surely where the plot will advance. I poked my head in the Highwind pass, got a Game Over from a Basilisk Stoning both party members when I tried to get it alone, then stole some Lit-Bolts from a Weeper.

A Chocobo with three monsters? Hm, the only way to capture this one is to use a magic item. Let's see where we can go...aha, down in the south there's a cave. A Feather Ring? ...It gives +15 Agility!? Wow, it was worth coming here.

So, there's enemies from Zot here as random encounters. They all die in one hit (heck, the Puppets die on their own!), but they're worth oodles of Gil and EXP. You can also steal Silence Staffs from the Marions, who do nothing but fail to cast Call.

That's enough wandering, let's head back to Baron and recruit a Dragoon. Though having done that, I feel like I'm trading down. The Dragoon joins at Level 15, has much lower HP than the Ninja did, and can't equip the elemental rings. Hopefully Baron sells some good stuff for him.

Talking to the yellow dragoon with Lando in your party points you to a secret room. Very clever! Lots of good stuff there including a Drain Spear, The -10 penalty to all stats is very punishing when none of his stats break 20, but maybe it'll come in handy at higher levels.

I sold some Silence staves I stole up for 60,000 Gil. That should last a while...

The secret passages in the equipment shop are gone, but the chests remain. Now they silently taunt you from across the counter. What's up with the Steel Sword? It's much weaker than the Wind Lance and only gives +3 to Will. Regardless, now with the Wind Spear he's up to a healthy 61 Attack.

Love the old lady's reaction to going into her house. Furio clearly has no respect for other people's privacy. It's cool to see how Baron has changed with Cid's old house, the inn, and just how people around town are acting.

Most important of all - I'm glad to see the inns, bushes and ponds of Baron have been restocked with treasure for kleptomaniac protagonists to pilfer.

The guards just let you into the castle? I wasn't expecting that.

Huh, Cid's subordinates are still alive? They must be getting on in years if they're the same guys.

The graveyard area is very touching; the silence is a perfect choice here.

Hah, the guard who wants to move to Damcyan changing the music is a nice touch. It looks like Grimoire LD covered everything else there is to see in the castle, so it's time to meet Ceodore.

So they know each other already...that makes sense. Wow, Ceo is really stonewalling here, not even letting Furio deliver the letter. We're not going to slink away meekly from that...well we will to save, but after that we'll go and try again.

I'll take a break, but will get back to this soon.

43
I don't know, 20,000G for the Emerald Ring is large enough to make the player suspect that it has some hidden use. If it had a more ho-hum sale price they're more likely to think it's nothing more than a Gil rewad for stealing from Edge. That's how I see it at least.

Quote
You can't get through that door in this demo... (spoilers)
Ha! I like it. He does talk about how your choices affect things.

Stat boosts for the elemental rings are fine; they aren't huge boosts and it helps to give you a reason to use one other than for its elemental properties.

The Raven fight isn't that hard so long as you have a few Cure2s and maybe a multi-target option, since his pattern is very simple and none of his attacks do major damage by themselves. I can see it being tougher if all you have is Cure1 potions, it might be tough to outpace the repeated Aeros. He is only the second boss and you can buy Cure2s if you haven't stolen any, so I think he's at a reasonable level of difficulty.

I played ahead a little bit and got to the first epic choice (and chose to return to Mysidia, since I see Grimoire LD did the opposite). I'll progress some more and report back.

44
I think increasing Defense rather than 1 damage and done is probably the better option, yes. Having it x3 defense or something similar could work well. 1 damage would be quite overpowered, especially when combined with Cover.
Tripling defence sounds good; that will make Cecil in full armor immune to most physicals in the Baron revisit, including Baigan's attacks, while Defending. Turns out the coding for that and the revised Bluff didn't require any special stuff, so they're ready now to be put in the next version.

Alright, let's get back to it! Before I leave Mt. Ordeals I do want Cecil to be at 20 though.
Hah, it's a little surprising to me how much grinding you do. Personally I avoid it as much as possible; making random encounters more rewarding is partly why I'm adding more rare drops and making rare drops themselves a little less rare.

I haven't touched Cry yet, no. All it does in the GBA version is make it easier to run, which isn't all that useful. I might make it cut monster evade and magic evade, now that they use those stats, to provide an option for cutting through dodgy monsters.

Fantastic a Ghoul Ring! My luck is really up there tonight.

Ah, "Intellect" is spelled wrong in that description. Also the description claims that Intellect and Spirit both go up by 5, but they increase by 8.
My bad, those mistakes will be fixed.
Was the formula for Rod damage changed or something? From the backrow Palom equipped with the Ghoul Ring just hit a crit for 600+ damage, with 3 Strength.
By chance, was Palom attacking a Zombie/Ghoul/Revenant with a Fire Rod? Those monsters are doubly weak to Fire, so Palom's attack would become (Attack + WeaponAttack/2)*4, so you may have just gotten very lucky with all your hits landing, but I'll take a look at the damage formulas again. I haven't messed with the physical damage calcs themselves, but you never know...

Hmm, is there any given reason Tellah can't equip the Spectral Robe? It seems sort of odd.
None I can think of, it's probably just an oversight. I'll fix that.

Oh, Cecil learns Protect, quite nice.

Well, Cecil is now Level 20 and I walked out of there with a Spectral Robe, Ghoul Ring, Mythril Gloves, and Mythril Knife, unfortunately did not pick up the Venom Dagger, Cursed Ring, and Power Armlet.

Need to head out for now but it was a fun bit of grinding.

Cecil's spell list will be getting expanded a bit compared to vanilla. He'll still be hindered by low MP and middling Spirit without equipment, but he can keep up as a secondary healer/supporter.

If you want, you can redownload the patch with the updates I've applied; it includes the changes to Bluff, the new Knight's Armor Guard (sans command text for now), and fixes the typos and Spectral Robe mistake you mentioned.

45
Alright, been playing the latest demo. Here's some impressions and notes I took while playing.

The Emerald Ring sells for 20,000 gold! It probably doesn't have any other use in this demo, so off to the market it goes.

..And now I've already spent 10,000 of that on Short katanas and IceShards. Well now Furio has a respectable Attack. The Cache command on the menu is really slick; well done on that. It's too bad you can't combine the sizes of the two inventories, but it does put a limit on what you can take into battle so there are some decisions to be made by the player later in the game.

I'm going to go through the game using hirelings, so let's see how good Eblan's ninja is. That secret door in the training room downstairs is maddening. I can't figure out how to open it! I did manage to steal the guard's treasure though, that was nice. Off to Agart now...

Huh, the Eagles and Cockatrices carry Life medicine. Very useful!

There's something wonky going on with Eagles. I encountered a Cockatrice/2x Eagle group, and the Eagles got one turn to Furio's nine. Makes it very easy to stock up on Lifes.

On to Agart itself, and of course we have to steal from everyting. The first encounter was a group of Larvas, so I reduced them to one Larva and stole a few Cure2s for the road.

Wow, you really can steal FireBombs from Sandmen. I'll take five, thank you. Good thing I never bothered buying any. Strange thing is that the minibosses only has a single elemental dart to steal, a much weaker item. All these good items do teach you to try stealing from every enemy. That's much better than the vanilla game where the items you got from stealing were usually nothing to care about.

Jinn fight seems pretty similar to before. Furio attacked and the ninja tossed Ice darts, and that kept him locked down. The second time he heated up/I cooled him down, Jinn used Burn anyway. Probably just a counterattack?

I had enough money left over to buy one of each Claw, the Chain Mail and two Stealth Daggers for the ninja. There's something to be said for the freedom to experiment that a 20,000G cash infusion gives you!

Hm, the Change and Parry command boxes in battle have garbled graphics over them.

Went to Mysidia and bought two LeadShoes, plus a Coral and Burning Ring. I'm really glad I sold the Emerald ring, I might not have had the patience to grind out the money for these things. Huh, and the Burning Ring gives Str and Vit bonuses; now the Ninja has 5 attack multipliers.

Hm, you can hire a Black Mage or a Whit Mage at Mysidia...think I'll stick with the Ninja for now though, I'm finally starting to run out of money and it's likely Palom and Porom will join at some point.

Now I'm looking in the woods for that 'witch'. The 4 Bat encounter has some overlap with the Bats' graphics. Turtles seem to be very feeble, they only deal 1-4 damage. Also found a Chocobo, but there doesn't seem to be anywhere you can go with them here.

Later I realize that maybe the note meant the trees INSIDE of Mysidia...yep, there's a secret passage.

Goodness, I stole an Ether from the Witch and she flattened Furio with an 800 damage Ice-2! That's one way to discourage farming, for sure. Good thing she dies in one hit. Let's move on to Mt.Ordeals...

I have to say, the SNES soundfont really does justice to the Mt.Ordeals theme. Makes it sound majestic almost.

The Raven battle is pretty easy with two party members. Furio opens up with a FireBomb to slay the Cockatrices and then we just attack. Aero only does 50-80 damage to my 2-man party so it's no threat. Its physical attack is even worse, it only does in the nieghbourhood of 10 damage. Probably could have beat this fight without any healing, but repeated Aeros brought Furio to 100 HP, making him pause to heal once.

I think I'll leave off there. It's been fun so far! Might want to look into some of the monster stats, a lot of monsters were total pushovers.

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