BlitzKrieg Innovations => General Discussion & Support => Topic started by: JCE3000GT on April 30, 2011, 05:25:29 PM
Title: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on April 30, 2011, 05:25:29 PM
Hello, I'm sure most of you know who I am so no introductions needed.
This is a two patch mod. The first patch (Mystic Quest Reborn) are the changes in what you will see in the videos. The second patch (Mystic Quest HardType) are just changes to the stats of the characters, monsters and items.
YouTube videos: Gameplay: Basic begining gameplay video (http://www.youtube.com/watch?v=kX-InoX16ps)
Random Battles: Random Battle 1 (http://www.youtube.com/watch?v=dB0AV1bCJLY)-- Added May 4 2011 Random Battle 2 (http://www.youtube.com/watch?v=-fvtXlpk0T4)-- Added May 10 2011 Random Battle 3 (http://www.youtube.com/watch?v=LxM1NQyedoU) -- Added May 21 2011 Random Battle 4 (http://www.youtube.com/watch?v=HR7FaqZyaes) -- Added October 29 2011 Random Battle 5 (http://www.youtube.com/watch?v=aeWAuuBhnPw) -- Added November 1 2011 Random Battle 6 (http://www.youtube.com/watch?v=A5hzBdeNivQ) -- Added November 7 2011 Random Battle 7 (http://www.youtube.com/watch?v=jpzgUZx-72M) -- Added November 11 2011 Random Battle 8 (http://www.youtube.com/watch?v=PIdrjSKeZGI) -- Added November 11 2011 Random Battle 9 (http://www.youtube.com/watch?v=XgF1LqIP5P4) -- Added November 11 2011 Random Battle 10 (http://www.youtube.com/watch?v=0vDOwmXZY44) -- Added November 11 2011
Bosses: Flamerus Rex video (http://www.youtube.com/watch?v=L-ZUSoL2E88) Squidite (http://www.youtube.com/watch?v=yx5flIUWFzY) -- Added May 4 2011 Ice Golem (http://www.youtube.com/watch?v=mtHmYNFwovA)-- Added May 10 2011 Medusa (http://www.youtube.com/watch?v=EvYO-gmi9fE) -- Added May 21 2011 Ifreet (http://www.youtube.com/watch?v=lDpNMDt6ydU) -- Added August 30 2011 Dualhead Hydra (http://www.youtube.com/watch?v=jEr5aB7F9Eo) -- Added October 30 2011 Dullahan (http://www.youtube.com/watch?v=R1m70iGlrik) -- Added November 11 2011 Elder Chimera (http://www.youtube.com/watch?v=LW07656yf9E) -- Added November 11 2011 Pazuzu (http://www.youtube.com/watch?v=g-58kFsPE-0) -- Added November 11 2011
NOTE: Starting with the Ice Golem no more boss videos will be the entire battle to victory to add some suspense and surprise. I will show you how you can die in these battles though--some on purpose some not!
------------------------ Progress updates: Each of the 4 elemental dungeons (with the coins) will get progressively harder. Grinding will be necessary in this game unlike before. Things that were simple such as never needing to replenish Ninja Stars, Arrows and Bombs are a thing of the past. You WILL need to think about conserving these consumable weapons. Scenario: You have Phoebe and she is out of Arrows and Magic Points...what are you going to do?
Currently being worked on: -Importing more music! (Almost done!) -Looking for treasure chest data -Possibly more small graphical changes to NPCs or weapons.
Needs & Notes: -A public beta release for beyond the Fossil Dungeon will be coming once all of the areas are completed. -I'm going to need a few beta testers once the mod reaches 2.0b beta. -I'm also going to need someone to tweak the dialog to sound more adult and Final Fantasy like. NEED THIS ASAP! -Sprite/Graphic artists to tweak some area/dungeon graphics. -I have taken a log of my recommended strategies, useful tidbits and some information on progressing through the game which I will turn into a FAQ Walkthrough after enough people go through the mod.
Thoughts and opinions welcomed.
------------------------ MQHT Site: http://www.jce3000gt.com/mqht.php Latest beta available for download: 1.5b (http://www.jce3000gt.com/projects/mods/mqht/mqht_15b.rar) -- Released Aug 26 2009
Title: Re: Mystic Quest Hard Type thread
Post by: JCE3000GT on May 04, 2011, 11:46:50 AM
Added a new video.
Title: Re: Mystic Quest Hard Type thread
Post by: JCE3000GT on May 10, 2011, 10:00:54 PM
Added new videos.
Title: Re: Mystic Quest Hard Type thread
Post by: Grimoire LD on May 13, 2011, 12:56:49 AM
This hack is turning out to look pretty good! If only I could figure out how to give a header to my Mystic Quest Rom... would definitely give this a try. Nevermind that though for the moment, I was wondering would you happen to know a way that I could completely remove my second party member. I love solo challenges and I think a normal playthrough with just Benjamin would probably increase the difficulty a fair amount, would also like to try and find a few other things, how to make all chests only yield one item instead of three, fix that idiotic Life=Death nonsense and make some of the weapons a bit more useful.
Title: Re: Mystic Quest Hard Type thread
Post by: I.S.T. on May 13, 2011, 02:50:18 AM
This will help with headers. http://www.romhacking.net/utils/608/
Title: Re: Mystic Quest Hard Type thread
Post by: JCE3000GT on May 13, 2011, 07:38:37 PM
This hack is turning out to look pretty good! If only I could figure out how to give a header to my Mystic Quest Rom... would definitely give this a try. Nevermind that though for the moment, I was wondering would you happen to know a way that I could completely remove my second party member. I love solo challenges and I think a normal playthrough with just Benjamin would probably increase the difficulty a fair amount, would also like to try and find a few other things, how to make all chests only yield one item instead of three, fix that idiotic Life=Death nonsense and make some of the weapons a bit more useful.
Not sure how to change the treasure values. As far as the ally removal goes I have an idea that I will do for my FFMQ impossible.
Title: Re: Mystic Quest Hard Type thread
Post by: JCE3000GT on May 21, 2011, 12:46:48 AM
Added video of Medusa, that bitch. I've made her so irritating. I had recorded other videos but the death(s) were too quick!! :laugh:
Also added another random battle video.
Title: Re: Mystic Quest Hard Type thread
Post by: JCE3000GT on November 07, 2011, 09:47:21 PM
Updated the first post to reflect some changes. Also uploaded some new YouTube videos since last post here.
I need someone that is good with dialogue editing to rewrite the script to sound more adult and Final Fantasy like. Any takers?
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: Balchmorn on December 15, 2011, 05:00:18 PM
I wanted to post here to let you know that your hard type hack of MQ has been obliterated with minimal effort i had no problems beating it, end game lvl 33, still lower than endgame phobe's lvl 34 :banonsmash:
comments: game up to t-rex was quite refreshingly hard, but after wards it became a joke, slightly harder than original but still a joke, i never worried about running out of ammo or pots, once i obtained holy, the entire game was pretty much gg, bosses were either holy or flare spam till dead, dark king was a surprise but nothing that ragnarok bashing and auto healing from phobe cannot handle. :tongue:
suggestions: nerf the holy and flare's power, and definitely nerf armors as well. With full endgame gear i was virtually immune to every status attack that dark king spammed at me, and maybe tone down giga axe's power, once i got it, it was my main weapon till i got ragnarok, heck nerf that as well, its too OP, i suspect it has hidden crit attack increase modifier since i crit alot with that weapon and one shot everything, i dont remember critting 80% of time in original with excalibur. Cure is most OP spell in entire game, heals you to full health for cost of 1 point :omghax:
pros: early half is harder than orignal, t-rex made me tear my hairs out :isuck:, standard goons gave me trouble with confusion hax and pertify. AI was dumber than original in this hack at least it seems to me so doesnt always heal when i want them to. Way to go at nulling cure glitch on dark king making me earn the victory :laugh:
cons: once you acquire 2nd set of armors, it becomes a joke, AI is still OP as hell, ohkoing everything with their main weapon except for bosses or resists. ragnarok is extremely strong, i am critting 80% of time typically doing 1300-1800 per crits one shotting everything even late game, JCE i wonder if you accidentally put in increased crit modifier or i am extremely lucky. hydra boss and panzu boss wasnt a challenge, holy and flare did heavy damage to them typically doing 1800-2400. and maybe tone down cure's power as well, it tends to heal me to full health per casting maybe tone that down too it makes dark king's fight easy as long phobe stays alive. :cycle:
final comments: Great hack, i had fun with this difficulty mod, it was a breath of fresh air, i look forward to possible improvements you make into this hack :happy:
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: Deathlike2 on December 15, 2011, 11:06:09 PM
Holy AFAIK is non-elemental, so the only real way of tweaking it is nerfing it. Flare can be neutered by giving fire resistance on the enemy...
Perhaps neutering the armor defensive stats would help bridge the defensive gap. Trade defense for resistances...
I'm not sure how much the monsters are tweaked resistance-wise, but immunity to stone (Dragon Claw) and doom (Life spell) should help. It might make some sense to somewhat nerf the Dragon Claw as a result...
Cure has a very high healing power naturally IIRC. I'm not even sure how the numbers are crunched there.
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on December 16, 2011, 07:18:12 PM
I wanted to post here to let you know that your hard type hack of MQ has been obliterated with minimal effort i had no problems beating it, end game lvl 33, still lower than endgame phobe's lvl 34 :banonsmash:
If you were level 33 then you were/are significantly over-leveled. I was level 25 when I beat the Dark King. While it wasn't insanely difficult past the first coin it was definitely a challenge with plenty of deaths.
I think this is one of the reasons why you breezed through the game after the first coin, being 5-10 levels above what a normal game track should be. I fought each mandatory monster once, some monsters to get to treasure boxes and all but the last 3 Battlefields.
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comments: game up to t-rex was quite refreshingly hard, but after wards it became a joke, slightly harder than original but still a joke, i never worried about running out of ammo or pots
If you were say 2-3 levels past level 8 for the T-Rex, 18 for the Ice Golem, 23 for the DualHead Hydra, and 27 for Pazuzu then you would be over-leveled. Any more over than that and you'd be significantly over-leveled.
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, once i obtained holy, the entire game was pretty much gg, bosses were either holy or flare spam till dead, dark king was a surprise but nothing that ragnarok bashing and auto healing from phobe cannot handle. :tongue:
suggestions: nerf the holy and flare's power, and definitely nerf armors as well. With full endgame gear i was virtually immune to every status attack that dark king spammed at me, and maybe tone down giga axe's power, once i got it, it was my main weapon till i got ragnarok, heck nerf that as well, its too OP, i suspect it has hidden crit attack increase modifier since i crit alot with that weapon and one shot everything, i dont remember critting 80% of time in original with excalibur. Cure is most OP spell in entire game, heals you to full health for cost of 1 point :omghax:
I do not believe I touched the Crit code/stat. I can remember playing through both the original and my HT that the sword has a higher crit rate than the other weapons. I am in the process of tweaking the Battlefields to reduce the amount of EXP and GP they give as well as reorganizing what items/spells they give. I'm tweaked some monster locations and also tweaking the treasure chests + treasure boxes as well to increase the challenge. *see pics below for an example
pros: early half is harder than orignal, t-rex made me tear my hairs out :isuck:, standard goons gave me trouble with confusion hax and pertify. AI was dumber than original in this hack at least it seems to me so doesnt always heal when i want them to. Way to go at nulling cure glitch on dark king making me earn the victory :laugh:
The ally members in this mod are definitely more dumb on "Auto". :D
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cons: once you acquire 2nd set of armors, it becomes a joke, AI is still OP as hell, ohkoing everything with their main weapon except for bosses or resists. ragnarok is extremely strong, i am critting 80% of time typically doing 1300-1800 per crits one shotting everything even late game, JCE i wonder if you accidentally put in increased crit modifier or i am extremely lucky. hydra boss and panzu boss wasnt a challenge, holy and flare did heavy damage to them typically doing 1800-2400. and maybe tone down cure's power as well, it tends to heal me to full health per casting maybe tone that down too it makes dark king's fight easy as long phobe stays alive. :cycle:
I had already planned on (and started) tweaking the Armor's status ailment resistances for my final release. You can count on Weapons and Armor being slightly more rubbish in the final release. Cure is just Cure and it's power is tied to your Magic power stat. I can lower the character stats no problem to address the attack and magic power.
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final comments: Great hack, i had fun with this difficulty mod, it was a breath of fresh air, i look forward to possible improvements you make into this hack :happy:
Thanks for testing it! How many game clock hours did you take to beat it? And is it possible for me to have your SRM save? If you're up for it I may have another fresh pre-final ROM for you to test. :D
Holy AFAIK is non-elemental, so the only real way of tweaking it is nerfing it. Flare can be neutered by giving fire resistance on the enemy...
Correct and correct. :D
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Perhaps neutering the armor defensive stats would help bridge the defensive gap. Trade defense for resistances...
Correct and correct. :D
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I'm not sure how much the monsters are tweaked resistance-wise, but immunity to stone (Dragon Claw) and doom (Life spell) should help. It might make some sense to somewhat nerf the Dragon Claw as a result...
I hadn't actually touched the monster's element and status resistances in the beta I sent out for testing. That's already been addressed for the current pre-final "beta". :D
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Cure has a very high healing power naturally IIRC. I'm not even sure how the numbers are crunched there.
If you cast Cure on one person at a time the healing power is massive and is tied to that casting character's Magic power. Nerf the power stat and the healing gets nerfed as well.
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: Deathlike2 on December 16, 2011, 08:38:59 PM
There's a few things I do recall.
Tristan's Ninja Stars IIRC has a high critical hit rate... perhaps it's a property or a value. I think the Dragon Claw and a few other weapons are in the same boat... perhaps making Bombs do critical hits would be nice (I don't think it ever happens with Bombs)
Also, consider making Holy a Drain elemental. Drain hits are very random... the damage is more or less fixed, but the healing done by it is as random as the claw's status infliction rate. Drain's obviously more noticeable when resisted.
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: Balchmorn on December 18, 2011, 08:25:35 AM
i clocked about 15 hours, unfortunately my final save was against dark king's 3rd form save state, lvl 33 was basically with minimal enemy encounters in dungeon, just doing all battle fields getting gold and loot, even so i am usually at 40+ in original, so i assumed at lvl 33 i would have decent challenge and honestly i felt i was underleveled but apparently not :P and i was lvl 7 against flame rex, 17 for golem, 22 for dual head hydra, and 28 for panzu.
Rex and golem was difficult for me, but dual head and panzu was a joke not due to my level but due to OPness of holy and flare, i tested the battle 2nd time against those bosses without spamming holy and flare, the difference in difficulty was significant, it was much harder and longer making it endurance match, i purposely used weaker magic like aero, thunder and what not, it was quite refreshingly hard, hence the reason why i strongly suggested nerfing holy and flare, meteor is just fine for me it is a strong option but not overwhelmingly so.
I didnt know that cure was based on your magic stat, i assumed it had fixed power like other spells hence its massive healing output, good to know its easily fixable. Pictures you posted of level forest got me excited, at least i would get to work to earn cure spell whoo just what it needs in this hack!
and i would love to test your beta release of reborn if you are willing!
oh yeah increase costs for potions and seeds, another reason why its so easy even at low level for me is because those items are incredibly cheap and i bought 20 seeds thinking it would run out way before panzu but it turns out to be enough to last me entire game, 2nd run through i only bought 5, still OP, i found enough seeds laying around to supply me, i suggest about 500 or 800 gold per seed and remove seeds from chests and and increase costs of potions as well
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on December 18, 2011, 07:55:32 PM
I've coded a more in-depth editors with my MQME program to help me tweak some stuff.
Tristan's Ninja Stars IIRC has a high critical hit rate... perhaps it's a property or a value. I think the Dragon Claw and a few other weapons are in the same boat... perhaps making Bombs do critical hits would be nice (I don't think it ever happens with Bombs)
The critical hit rate is either tied to another assembly routine or it is based on the Speed stat because the actual item data does not have that stat located within it.
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Also, consider making Holy a Drain elemental. Drain hits are very random... the damage is more or less fixed, but the healing done by it is as random as the claw's status infliction rate. Drain's obviously more noticeable when resisted.
Status ailments and Attack types (including the 4 elementals [fire, water, earth and wind]) don't really work that way. It isn't possible to just add another type of data set to magic spells. Magic spells do not cause any sorts of ailments or drain damage. They're elementals or curative only.
i clocked about 15 hours, unfortunately my final save was against dark king's 3rd form save state,
I'll take the saved state if that's ok.
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lvl 33 was basically with minimal enemy encounters in dungeon, just doing all battle fields getting gold and loot, even so i am usually at 40+ in original, so i assumed at lvl 33 i would have decent challenge and honestly i felt i was underleveled but apparently not :P and i was lvl 7 against flame rex, 17 for golem, 22 for dual head hydra, and 28 for panzu.
Gaining GP to buy items is where you likely got some additional levels. I'm working on removing the Cure Potion and Seed seller NPCs altogether anyway. This will primarily mean the only reason for GP is to buy the weapon/armor, explosives and use the Inn.
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Rex and golem was difficult for me, but dual head and panzu was a joke not due to my level but due to OPness of holy and flare, i tested the battle 2nd time against those bosses without spamming holy and flare, the difference in difficulty was significant, it was much harder and longer making it endurance match, i purposely used weaker magic like aero, thunder and what not, it was quite refreshingly hard, hence the reason why i strongly suggested nerfing holy and flare, meteor is just fine for me it is a strong option but not overwhelmingly so.
I'm tweaking when and where you even get Holy, Flare and even Meteor. That and all of the Ally's spell lists will be redone for more balance.
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Pictures you posted of level forest got me excited, at least i would get to work to earn cure spell whoo just what it needs in this hack!
I've got quite a bit more planned to finish it out. This will unfortunately push back my target release date to early next year. Maybe that will give me some time to find someone to rewrite/insert a new script.
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and i would love to test your beta release of reborn if you are willing!
Sure thing, as soon as I finish up some additional data research I should have something hopefully this week...
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on January 04, 2012, 02:18:02 AM
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: goldyoshi on January 11, 2012, 09:51:26 AM
Hello,
First of all it's great to know you're still working on this project. I made a HT hack of this game with the hacking tool you released some time ago and I would like to make a few suggestions as to how to tweak the game.
-An interesting way to nerf holy, flare and meteor would be to increase the mp cost (1 mp for every spell doesn't make sense since some of them are clearly more powerful than others). Wizardry spells keep their monstrous offensive power, but you'd be limited on the number of times you can use them.
-As for enemies being too weak near the end, the solution is simple: increase their stats. Balchmorn beat the game at level 33 and was apparently overleveled. Considering you could have leveled up to 42, I'd recommend the following: make these enemies harder, but increase exp. This way you can grind up to level 42 if you want, but the game would still pose you a challenge, plus the extra exp gained makes grinding less time-consuming. Grinding up to level 42 in the original game is not only pointless, but very long. Now grinding serves a purpose and doesn't take forever.
-I'd say to keep the seeds and cure potions buyable, but maybe increase the cost.
-Battlefields just aren't used to their fullest potential in the original game. Lots of people just skip them for a simple reason. Often the rewards aren't worth it. 2200 exp for completing 10 battles when you need like 25000 to reach the next level is a scam. A most interesting tweak would be to actually increase the exp and gold reward, but to increase the difficulty of the challenge with each battle. i.e. 1st battle 2 mintmints, 2nd battle 3 mintmints, 3rd battle 3 scorpions, then 3 edgehogs, 3 sparnas, 3 centaurs etc... The last battle should be very challenging since it would bring a big reward. But just increasing the difficulty level for a bigger reward would make me happy.
-Medusa seems an absolute pain in the ass. The problem appears to be her petrifying ability, which makes winning or losing mostly a matter of luck as to wether she decided to use it twice in a row or not. Victory should depend on strategy, not luck, but then again if it's the only occurance whre luck is a determining factor, i'd say it's ok.
-In your videos regular goons seem to give you more trouble than crystal bosses, or am I somehow mistaken?
Keep up the good work, buddy. I'm looking forward to playing this hack once it's completed!
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on January 13, 2012, 12:45:25 AM
First of all it's great to know you're still working on this project. I made a HT hack of this game with the hacking tool you released some time ago and I would like to make a few suggestions as to how to tweak the game.
Thanks. I've always wanted to do this project, and I wasn't about to let a 2yr hiatus from keeping me finishing it. But, I'm interested in seeing how you went about your challenge hack.
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-An interesting way to nerf holy, flare and meteor would be to increase the mp cost (1 mp for every spell doesn't make sense since some of them are clearly more powerful than others). Wizardry spells keep their monstrous offensive power, but you'd be limited on the number of times you can use them.
Until I can find the assembly routine that handles how magic spells consume points this would be a great addition to anyone's hack. For now I've actually changed where these spells (and the rest) are being obtained. I won't say much but expect Exit, Heal, Holy, Meteor and Flare to not be obtainable until much later than the original. One of which very much later.
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-As for enemies being too weak near the end, the solution is simple: increase their stats.
I've already addressed this issue by overhauling each enemies' attack power and on some occasions adding status ailments along with the damage as well.
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Balchmorn beat the game at level 33 and was apparently overleveled. Considering you could have leveled up to 42, I'd recommend the following: make these enemies harder, but increase exp. This way you can grind up to level 42 if you want, but the game would still pose you a challenge, plus the extra exp gained makes grinding less time-consuming. Grinding up to level 42 in the original game is not only pointless, but very long. Now grinding serves a purpose and doesn't take forever.
I've made enough tweaks I believe to allow the normal player to have a challenge throughout the game under normal circumstances. Any player who wants to grind out levels or achieve the "perfect" game would really be doing this sort of hack a disservice in a round about way. You are supposed to be challenged, if you grind out levels to make it easier wouldn't that defeat the purpose of the increased challenge?
A "speed run" player should be severely challenged up until around levels 26-28. A "normal" player who plays the game at the normal pace and style should be fairly challenged up until around levels 30-34. A "careful" player should be only slightly challenged up until around levels 34-36. Anything more than level 36 is overkill and won't provide that much of a challenge--which would defeat the purpose of the mod. But, even at level 42 I believe Dark King is still a pain in the ass if you aren't careful. Especially in his final form.
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-I'd say to keep the seeds and cure potions buyable, but maybe increase the cost.
I've addressed this issue by limiting the entire game's GP amount. Normal monsters and even mini-bosses give you exactly 0 GP each. And by limiting the total receipt of GP from the whole game you will have to choose between buying items and buying the weapons/armor from NPCs--this adds another challenge element. You won't be able to do both. ;)
You will receive 660 GP from Battlefields and 780 GP from boss battles. That's a total game GP amount of 1,440 GP. You'll need 1,015 GP for the weapon and armor that various NPCs can sell you. That leaves you with 425 GP left to spend how you see fit.
Also, I've spread out enough Ethers (Seeds) for the player to use wisely but you can always trek through the easier dungeons to snag more Ethers. But, doing this repeatedly would make the game easier since you'll essentially be grinding EXP and those items.
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-Battlefields just aren't used to their fullest potential in the original game. Lots of people just skip them for a simple reason. Often the rewards aren't worth it.
Already been addressed on one of my previous beta builds. Battlefields play an important role this time. Yes, there are a couple that may seem "worthless" but the reduced overall experience and GP in the game might make Battlefields a little more appealing this time around. Especially since I've altered almost every treasure chest in the game...
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A most interesting tweak would be to actually increase the exp and gold reward, but to increase the difficulty of the challenge with each battle. i.e. 1st battle 2 mintmints, 2nd battle 3 mintmints, 3rd battle 3 scorpions, then 3 edgehogs, 3 sparnas, 3 centaurs etc... The last battle should be very challenging since it would bring a big reward. But just increasing the difficulty level for a bigger reward would make me happy.
The Battlefields pull from a table randomly, it isn't possible without rewriting the assembly routine to have the game select the "last' battle to be different. Battlefields are completely random within that data table.
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-Medusa seems an absolute pain in the ass.
Good. My Medusa is even harder.
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The problem appears to be her petrifying ability, which makes winning or losing mostly a matter of luck as to wether she decided to use it twice in a row or not. Victory should depend on strategy, not luck, but then again if it's the only occurance whre luck is a determining factor, i'd say it's ok.
"Luck" is an instrumental role for my hack. There are times where a well placed critical attack will outright kill one of your party members, or, as in Medusa's case cast stone/dead on both party members. This is something I actually had on my storyboard before I started my hack. You need to "fear" these monsters, and the best way to do that is to see a quick or untimely "Game Over". :)
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-In your videos regular goons seem to give you more trouble than crystal bosses, or am I somehow mistaken?
Depends on the situation. I've addressed the "crystal" bosses a bit to be more of a challenge, the issue was the attack statistical data wasn't edited yet on my videos. But, there are a couple of regular monsters that are just going to be harder. Think of those as successors to "Sorcerer" from Final Fantasy I on the NES.
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Keep up the good work, buddy. I'm looking forward to playing this hack once it's completed!
Thanks for the input. I've got what I hope to be a final version (minus dialogue) right now that I'm personally testing. Once my personal test is over I'll ask my other 3 closed beta testers to give it a whirl themselves. The treasure chest, Battlefield and monster attack edits really make a whole world of difference this time around.
Cheers, JCE
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on May 23, 2012, 10:50:54 PM
I'm closing in on a public release. I'm awaiting word back from my beta testers. Once that is complete and I make whatever final changes are needed I will release the patch(es) to the public. If there is anyone left who wants to beta test and have a complete report from start to finish by Sunday 11:59PM please send me a private message or go here: apply for beta test (http://www.jce3000gt.com/forum/showthread.php?tid=5).
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on June 13, 2012, 04:53:37 PM
Oh yea, you people are SO screwed! :laugh:
This mod is almost complete. Literally days away from a release.
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on June 16, 2012, 09:59:17 PM
Released: http://www.jce3000gt.com/mqr.php
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: JCE3000GT on July 02, 2012, 09:52:18 PM
http://www.youtube.com/watch?v=F0ADoneD4eM
Works very well on a real cartridge too I might add. :D
Title: Re: Mystic Quest Reborn / Mystic Quest HardType
Post by: Grimoire LD on July 03, 2012, 07:49:23 PM
Wow! That is all kinds of awesome! Glad to see Mystic Quest Reborn is taking off!