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General Category => News Submissions => Topic started by: RHDNBot on May 18, 2016, 10:27:57 pm

Title: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: RHDNBot on May 18, 2016, 10:27:57 pm
(http://www.romhacking.net/newsimages/newsimage1733a.jpg) (http://www.romhacking.net/newsimages/newsimage1733a.jpg)

Update By: Maeson

Skies of Arcadia: Legends Maeson is a hack for Skies of Arcadia: Legends... Why yes, the author is still pretty bad with names.

Skies of Arcadia is a turn based J-RPG originally developed for the Dreamcast by Overworks. Later it was ported to the Gamecube, with improvements here and there, new content and the Dreamcast DLC added too. This hack is for the Gamecube version.

About the game itself, Skies of Arcadia: Legends is a lighthearted turn based J-RPG that combines your standard monster fighting with ship battles, set in a fantastical world of floating lands, airships and treasures... And Air Pirates. Lots of those.

This hack attempts to improve upon the original game by increasing its low difficulty, and balancing several aspects of the game like the abilities and spells each character can learn, or nerfing healing items, for example.

In short, SOALM tries to give a new feeling to the original Skies of Arcadia: Legends.

There's a ridiculously long Readme for anyone who has interest in this, with details and info on this hack and the game itself.

RHDN Project Page (http://www.romhacking.net/hacks/2859/)

Relevant Link (http://www.romhacking.net/hacks/2859/)
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Isao Kronos on May 18, 2016, 10:40:45 pm
QUOTH THE SERVER (more or less): 404
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 19, 2016, 02:11:35 am
Looks like I just got an excuse to use my Wii U USB adapter. Does it rely on the analog triggers? I may have removed the springs on my controller.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 19, 2016, 03:08:05 am
L and R is used in:

Controlling the camera, but you can use the C-Stick to move the camera too, so no worries.

Controlling how high or low your ship sails. You can use the C-Stick too to increase or lower altitude (Pressing up or down).
The camera while sailing is on the D-Pad, if you ask.

Scroll through your characters in the menu while you are seeing for example his/her stats and equipment, but you can just press B and choose another character.

Based on that I think you could play without them, as anything L and R do you can do by other means.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 19, 2016, 06:18:36 am
Cool. I must be really bad at this game. I'm in danger of dying on the intro mission.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 19, 2016, 07:16:25 am
Yeah, even in the original game, the beginning is kind of tight, as you have to go through it with limited healing items and Magic points for spells.

After that introduction you'll have access to shops, better equipment and you can sail around for fish to restore HP, at the beginning of the game they are really useful and can save you some money.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: gadesx on May 19, 2016, 01:14:43 pm
The only thing I don't like of this game is the battle encounters with monsters using the airship,
it's destroys my aim of explore the world.

I see the difficulty good, only that some battles can be very long.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 19, 2016, 01:30:40 pm
That's precissely why you start this mod with an accessory that lowers random encounters, and you can get a better one later (that was also improved in that regard, it lowers the chance more).

In fact it's something that I talked about in the readme; the encounter rate can be annoying for some, and I understand why (I even give the same example: Exploring while sailing).

I personally don't have problems with the GC version (the dreamcast one has a higher encounter rate).
I've played many 8 and 16 bit rpgs with worse random encounters for this one to bother me.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 19, 2016, 01:50:48 pm
That's precissely why you start this mod with an accessory that lowers random encounters, and you can get a better one later (that was also improved in that regard, it lowers the chance more).

In fact it's something that I talked about in the readme; the encounter rate can be annoying for some, and I understand why (I even give the same example: Exploring while sailing).

I personally don't have problems with the GC version (the dreamcast one has a higher encounter rate).
I've played many 8 and 16 bit rpgs with worse random encounters for this one to bother me.


The encounter rate seems fine.

Something you talked about in the readme? You talked about everything in the readme. I wouldn't be surprised it there is a recipe for pot roast in the readme.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 19, 2016, 03:34:21 pm
Actually no, I thought of it, but I couldn't find a place for that.

Maybe in the future.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 19, 2016, 04:43:47 pm
Actually no, I thought of it, but I couldn't find a place for that.

Maybe in the future.

I've noticed that things like HP and Gold are in about 5 places at once and if you modify them the game junks that address. But at least it still accepts the change. Also, HP seems to be a 2-byte signed integer, but the game doesn't check to see if my HP is below 0 until I take damage. I'm tempted to go back to the original game, but I'll tough it out since I think I'll like playing this more. I only ever played it for a few minutes on the Dreamcast before.

PS: Thanks for supplying hashes for the base ROM. Gets annoying not having a reference for what I'm supposed to be patching with a lot of the hacks/trans on this site.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 19, 2016, 05:56:42 pm
If you are talking about HP and gold cheats, I'm sorry but i'm of no help there, as the test playthroughs where done without cheats or even save states.

If you still find the introduction kind of tough I'll give some tips:

Spoiler:
To deal with the soldiers is best to make both characters attack the same target, they most probably take him out
in one round and you'll avoid being attacked by him.

Vyse starts with Red Element, and Aika with Green, you can change them with the Y button during a fight. it's in your best interest to fight a couple of times and learn Pyri and Sacri, they will make your life much easier. But try to save some magic points for the big guy at the end of the introduction.

Pyri is a fire spell that will do a pretty good ammount of damage, taking out the soldiers in one hit, Sacri is a healing spell.

The Defend command is very useful in this game, it halves any type of damage, and increases your chances of counter-attack normal attacks, which is the only thing the soldiers do.

You can stop the random encounters if you disable the alarm, if you want. Kinda funny they added that but there it is.

About the hashes, no worries.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 19, 2016, 06:16:26 pm
If you are talking about HP and gold cheats, I'm sorry but i'm of no help there, as the test playthroughs where done without cheats or even save states.

If you still find the introduction kind of tough I'll give some tips:

Spoiler:
To deal with the soldiers is best to make both characters attack the same target, they most probably take him out
in one round and you'll avoid being attacked by him.

Vyse starts with Red Element, and Aika with Green, you can change them with the Y button during a fight. it's in your best interest to fight a couple of times and learn Pyri and Sacri, they will make your life much easier. But try to save some magic points for the big guy at the end of the introduction.

Pyri is a fire spell that will do a pretty good ammount of damage, taking out the soldiers in one hit, Sacri is a healing spell.

The Defend command is very useful in this game, it halves any type of damage, and increases your chances of counter-attack normal attacks, which is the only thing the soldiers do.

You can stop the random encounters if you disable the alarm, if you want. Kinda funny they added that but there it is.

About the hashes, no worries.

Yeah, I noticed the colors thing and looked up a RPS chart. I've considered using Pyr, but I seem to only get 4 uses. So I'll save it for the boss.

PS: It also seems to do a <max check on my HP when I get hit. So my plan will have to be altered.

http://i.imgur.com/8lydvUn.png

http://i.imgur.com/tzGmLQv.png

Edit: I'm out of the first dungeon and I like the game so far. I'd say "Good job on the hack", but I have no idea what's different. The max money is FF FF FF (Big Endian(as if it matter when it's symmetrical)).

http://i.imgur.com/YKalI9h.png
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 20, 2016, 03:57:13 am
Yes, in this game you can can have a lot of max gold.

There is one rank you can get that needs you to hold one million of gold coins. to give you an idea.

About the elements (Or colors) and such, don't believe the charts you can find floating around internet. I've seen quite a few being wrong (Like green being effective against yellow, when is the other way around). I remember being confused my first time playing this game because the differences in the charts I found.

You have in the readme (How not) a small table with how elements and how they work in the mod, right below the magic changes.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 20, 2016, 05:36:22 am
Yes, in this game you can can have a lot of max gold.

There is one rank you can get that needs you to hold one million of gold coins. to give you an idea.

About the elements (Or colors) and such, don't believe the charts you can find floating around internet. I've seen quite a few being wrong (Like green being effective against yellow, when is the other way around). I remember being confused my first time playing this game because the differences in the charts I found.

You have in the readme (How not) a small table with how elements and how they work in the mod, right below the magic changes.

Now I just have to find out the difference between purple and blue, purple and red, and yellow and green. Maybe I'll find a guide with pictures.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Ryan914 on May 20, 2016, 09:59:38 am
Given that I played the original and Legends I can give you some advice:

The Six Moon Stone Colors which are the attributes of spells and enemy types

Red is that of Fire
Green is that of Nature and Healing
Purple is that of Ice
Blue is that of Water and Wind
Yellow is that of Electricity
Silver is that of Life and Death

- You have a paltry amount of SP early on, Focus may be a necessity.
- Do not battle the Loopers until you have something that can assure a 100% Hit Rate (Either it be a skill or piece of equipment), there are also 6 versions of them; each based on an element.
- In Legends there is a bounty hunting system, those bosses do give good loot and equipment, so it does help out, especially here in this version where the difficulty is increased
- One of the Biggest roadblocks in this game is early on against Bleigock, keep a handy supply of healing items due to the fact it can inflict poison on your party, if you obtained any Pyri Boxes before hand, use them. Also go back and save immediately after defeating Bleigock as you will fight ANOTHER boss battle.
- Moonberries are your go to for learning S.Moves, try and get as many as possible, learning all the S.Moves makes the game much easier to deal with. (Especially Delta Shield; This makes the South Ocean easier to handle as the Gravers are the most dangerous as they cast Eterni; Instant Death Spell)
- In Airship Battles; The colors represent the amount of damage the enemy will inflict next. Red being more serious than Yellow and Green.
- Invest heavily in Purple Magic early on due to the fact it has the cheapest SP cost of all of them and can be useful in a pinch against most bosses.
- There are stat boosting seeds you will find, later on if you perform the right conditions, you should be able to buy them for 5,000 Gold a pop.
- Never neglect Increm/Incremus, Quika, Silenis, or Driln/Drilnos. In Later Ship Battles you should be able to use Magic laced shots to silence Magic using creatures and Driln to weaken enemy ships. Increm/Incremus and Quika help bolster the ship's parameters in battle.
- In Airship battles, also carry a supply of repair kits, you only have a limited supply of MP, even with healing spells, you still should conserve MP for Buffing/Debuffing.
- The Swashbuckling Rank easily goes up if you say the right thing during dialogue choices (Generates a noise if you chose the right option). Running away too often causes it to go down.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 20, 2016, 12:35:58 pm
Given that I played the original and Legends I can give you some advice:

The Six Moon Stone Colors which are the attributes of spells and enemy types

Red is that of Fire
Green is that of Nature and Healing
Purple is that of Ice
Blue is that of Water and Wind
Yellow is that of Electricity
Silver is that of Life and Death

- You have a paltry amount of SP early on, Focus may be a necessity.
- Do not battle the Loopers until you have something that can assure a 100% Hit Rate (Either it be a skill or piece of equipment), there are also 6 versions of them; each based on an element.
- In Legends there is a bounty hunting system, those bosses do give good loot and equipment, so it does help out, especially here in this version where the difficulty is increased
- One of the Biggest roadblocks in this game is early on against Bleigock, keep a handy supply of healing items due to the fact it can inflict poison on your party, if you obtained any Pyri Boxes before hand, use them. Also go back and save immediately after defeating Bleigock as you will fight ANOTHER boss battle.
- Moonberries are your go to for learning S.Moves, try and get as many as possible, learning all the S.Moves makes the game much easier to deal with. (Especially Delta Shield; This makes the South Ocean easier to handle as the Gravers are the most dangerous as they cast Eterni; Instant Death Spell)
- In Airship Battles; The colors represent the amount of damage the enemy will inflict next. Red being more serious than Yellow and Green.
- Invest heavily in Purple Magic early on due to the fact it has the cheapest SP cost of all of them and can be useful in a pinch against most bosses.
- There are stat boosting seeds you will find, later on if you perform the right conditions, you should be able to buy them for 5,000 Gold a pop.
- Never neglect Increm/Incremus, Quika, Silenis, or Driln/Drilnos. In Later Ship Battles you should be able to use Magic laced shots to silence Magic using creatures and Driln to weaken enemy ships. Increm/Incremus and Quika help bolster the ship's parameters in battle.
- In Airship battles, also carry a supply of repair kits, you only have a limited supply of MP, even with healing spells, you still should conserve MP for Buffing/Debuffing.
- The Swashbuckling Rank easily goes up if you say the right thing during dialogue choices (Generates a noise if you chose the right option). Running away too often causes it to go down.

When I said it was hard for me to distinguish the colors, I literally was talking about my ability to see colors. But thanks for the advice.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 20, 2016, 01:51:20 pm
Quote
Now I just have to find out the difference between purple and blue, purple and red, and yellow and green. Maybe I'll find a guide with pictures.

That makes things harder... For enemies the way you can see their color is by the small icons with a picture in them, so it's going to be a little tough there...

For Ship battles you shouldn't worry, as their element is hidden.

About the tips, they are pretty good for the original game, but some of them won't work the same in the mod.

That said, yeah,  Bleigock does not fuck around. And I warn about the swashbuckler rating too, because discovering that you are "The Coward" is not fun.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 22, 2016, 12:02:33 am
I made a chart. Partway through making it I realised that I should probably space out the shades more, I can just use the fill tool later. Yellow and Silver aren't done yet because I haven't got them

Edit: Switching to changelog format

0.1 Initial: Mapped all possesed Attack scenarios
0.2: Added rest of scenarios
0.3: Changed from 0-2 scale to a 0.5-1.5 scale
0.4: Switched to opaque color sample

Scale: 0.5 = 0; 1 = 127; 1.5 = 255

https://i.imgur.com/7QyRKDu.png

Edit: I guess I should explain the colors. The upper left is a segment of the border in the in-battle icon. The lower right is a sample of the apparent color of his weapon.

PS: FAQ says "Purle".

PPS: Is there a reason you went down to 50%, but only up to 140%?
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 22, 2016, 06:20:23 am
Initally I did put 150% for Purple>Red or Red>Purple, problem is that enemies of those elements got waaaay too easy to defeat, and they felt weak compared to other elements. It was a weakness too big.

Even more in the case of Red, as supermoves just multiply damage and the Crystal line of spells are pictured to be the most powerful ones (Because they only hit one target). Combining both was overkill, and it was most apparent with bosses (As you can cast several Crystal spells in one round, and you damaged bosses way too fast for them to be challenging).

It was reducing the % or increasing their HP, and I saw increasing HP the worst option, as the only problem was with the damage done by those two elements.

I'll look at that "Purle" thing in the readme and fix it.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: The_Atomik_Punk! on May 24, 2016, 10:14:42 am
Wow, this completely wasn't on my radar- I need to check this out!

Being one of my faves, something I've always wanted in SOA:L was the ability to insert the Dreamcast soundtrack into the Gamecube game. For my money, the DC score is infinitely superior to the GC one; the GC sound is definitely of a lower sound quality, and some of the instruments in different tracks are off pitch. The GC version does have obvious improvements, however, which is why it would be great to be able to hear the DC music with that version.

If it's feasible to replace the GC soundtrack with the DC version, that would be the best of both worlds to me; extra improved features of the GC version, plus the DC superior score. Maeson, is this doable from a coding perspective, or would it be a no-go? Perhaps you would consider adding it to your ROM Hack?
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 24, 2016, 03:51:26 pm
Well, I never tried to mess around with sound as I have no much info about it.

As far as I know, there is a folder named Sound, in which many, many files are stored with DSP format. There are one for the Left channel and another for the Right. There's also Samp and Info files. I found a Winamp Plugin that gives me the option to listen to the music and sound effects in these files.

I can tell you that most of the music is missing just by looking at the DSP files. Most of them are sound effects of different types.

I found four themes with that format, but they are all "the special music" like the intro theme or ending theme. And those sounds nicer than the usual music, which brings me to this (probably so logical that makes me look stupid) idea:

I think that most music is some sort of midi-esque affair. You have an info file that may store the information of each theme's composition, and a sample file with the instruments for each theme.

It would make sense as I remember the Maramba theme song having some of the instruments cut when you walk (Like if the cnannel for that instrument would be used for the footsteps sound effect or something). If the game had entire tracks that wouldn't be happening. I don't know how the original game did this (if they were sound tracks instead of these, I guess, sequenced formats).

All I know is that it's sadly beyond my abilities and knowledge. Even then, de GC version doesn't have much free space, and they altered the music for that reason, fitting both discs of the original release into one.

Maybe someone could try to improve the quality of the "midi" instruments or something..., or maybe trying to change these info+samp files for DSP files if the size problem could be solved (or if they had their quality lowered a little).

Sorry of not having a better response...
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Fei Wong on May 24, 2016, 04:28:34 pm
This is one of the best games of all time, i played it a ton in my Dc since it came out, and later on i bought Legends on Cube but one fatal flaw keeped me from beating it in this version always: the music, it has an strange bug that makes it dissappear certain parts of the songs and i cant stand it, is there a patch for fixing it?
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 24, 2016, 05:29:09 pm
So, it would seem the encounter rate hack depends on if I have a certain accessory equipped. I'm pretty much sacrificing an equipment slot for that part of the hack. I'll have to find a way to fix that. Hopefully it's not similar to how money and HP is handled.

Edit: How long until I can revive people in battle? It's getting annoying rebooting the game every time one person in my party dies.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 25, 2016, 04:37:58 am
As I said, the effect of lowering encouter rates comes from an effect created by equipment. It's just how the White and Black Map works, I just added another one right from the start so the player could sail faster from point to point.

And you can change equipment in mid-battle, so you're really not sacrificing much. You enter a battle, you choose whatever you want to equip in the item menu, and it will change to that.

About reviving characters, if you have access to Silver Magic, train a little to get Risan at the very least. Fina starts with that spell. Items start to appear in shops after a story flag.

Also, if a character gets KO'ed, when you end the fight (Either by winning or by fleeing) that character will revive by himself with 1 hp.

You can even see him/her getting up at the end of the fight... It's the same as status effects.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 25, 2016, 01:48:34 pm
https://i.imgur.com/kVe3DKB.png

All that is missing is Grey, but I think we all know what color that is. I also fixed the part where I only swapped the Green and the Red to match the readme on one axis

Edit: Possible Spoilers. My favourite picture in the game so far...

http://i.imgur.com/oz2HZpd.png
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: The_Atomik_Punk! on May 26, 2016, 04:33:10 pm
Well, I never tried to mess around with sound as I have no much info about it.

As far as I know, there is a folder named Sound, in which many, many files are stored with DSP format. There are one for the Left channel and another for the Right. There's also Samp and Info files. I found a Winamp Plugin that gives me the option to listen to the music and sound effects in these files.

I can tell you that most of the music is missing just by looking at the DSP files. Most of them are sound effects of different types.

I found four themes with that format, but they are all "the special music" like the intro theme or ending theme. And those sounds nicer than the usual music, which brings me to this (probably so logical that makes me look stupid) idea:

I think that most music is some sort of midi-esque affair. You have an info file that may store the information of each theme's composition, and a sample file with the instruments for each theme.

It would make sense as I remember the Maramba theme song having some of the instruments cut when you walk (Like if the cnannel for that instrument would be used for the footsteps sound effect or something). If the game had entire tracks that wouldn't be happening. I don't know how the original game did this (if they were sound tracks instead of these, I guess, sequenced formats).

All I know is that it's sadly beyond my abilities and knowledge. Even then, de GC version doesn't have much free space, and they altered the music for that reason, fitting both discs of the original release into one.

Maybe someone could try to improve the quality of the "midi" instruments or something..., or maybe trying to change these info+samp files for DSP files if the size problem could be solved (or if they had their quality lowered a little).

Sorry of not having a better response...

No, that was a great, very detailed answer- and thank you for that! Since what I proposed seems beyond the ROMhacking purview,  I guess I'll hold out hope that SEGA may release a PC port (as they did with Valkyria Chronicles)  that may have the superior DC OST included.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: xnamkcor on May 26, 2016, 07:51:05 pm
No, that was a great, very detailed answer- and thank you for that! Since what I proposed seems beyond the ROMhacking purview,  I guess I'll hold out hope that SEGA may release a PC port (as they did with Valkyria Chronicles)  that may have the superior DC OST included.

I'm confident the entire reason they redid the composition of the music was because they could not port the music easily and it was easier just to arrange or make new original compositions using the Gamecube.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on May 27, 2016, 03:54:40 am
I still believe is because Skies of Arcaida is a 2CD game... Well, technically a 2 "GD" game. Dreamcast discs have a size of  around 1GB so they had around 2 GB to work with. And the GC version has a size of around 1.32 GB of a 1.35 mini-dvd.
Other Dreamcast to GC ports don't have these changes. Sonic Adventure games' music sound great, for example.

Even then, it has never been much a problem for me. The only time it bothered me was the example of Maramba, because it's very easy to notice, but meh. At least the GC version doesn't suffer slowdowns and has better load times and such, or the need to swap discs (as it wasn't just "insert disk 2 to continue", you would need to go back to 1 depending on what you wanted to do or if you forgot something).

Quote
Edit: Possible Spoilers. My favourite picture in the game so far...

http://i.imgur.com/oz2HZpd.png

Those moments are great! They get more and more silly, and always make me smile.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: hollowaytape on June 12, 2016, 03:55:35 pm
I'm excited to check this out! SoA is one of my favorite games, so I'm excited someone tweaked it and made it harder. I can't wait to see what the new balance is like.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Burnt Lasagna on June 17, 2016, 12:23:23 pm
On the note of audio compression, I've wondered if HDD loading on Wii could break the 1.35gb limit on GC discs. This way, a mod to import the DC audio into Legends (and expand the file size) would be practical.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: jmjohnson85 on June 19, 2016, 12:31:29 am
Custom cover for Skies of Arcadia: Legends Maeson. I did not make this I just modified a random cover someone else put on the internet. I did make the "circular" orange logo though. I wonder if anyone can guess what it means... ;-)

(http://img4.imagetitan.com/img4/small/13/13_geae8p(2d).png)
(http://img4.imagetitan.com/img4/small/13/13_geae8p(3d).png)
(http://img4.imagetitan.com/img4/small/13/13_geae8p(disc).png)
(http://img4.imagetitan.com/img4/small/13/13_geae8p(full).png) (http://img4.imagetitan.com/img.php?image=13_geae8p(full).png)

This archive contains all the images ready to be dropped into the 'USB Loader GX' folder on your Wii SD card:
https://drive.google.com/open?id=0B_I91seMKSViWmUtMHRlN1RLWDg (https://drive.google.com/open?id=0B_I91seMKSViWmUtMHRlN1RLWDg)

Thank you SO MUCH Maeson for all of your incredible hard work and diligence on this project. I have been hoping someone would come along and add a bit of a challenge to this game for many years. This brings back life to one of the most epic RPGs of all time. Excellent job.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on June 19, 2016, 03:32:55 am
Uhm...wow. I never expected a comment like that, lol.

I'm very glad other people can enjoy it! Thank you for such nice words, although I don't think I deserve so much praise.

...Maybe the orange "circle" says Maeson? I mean, the N and O at the left could- wait! It's the Arcadian alphabet! That's pretty cool, I almost don't recognize it seen like that.

On the note of audio compression, I've wondered if HDD loading on Wii could break the 1.35gb limit on GC discs. This way, a mod to import the DC audio into Legends (and expand the file size) would be practical.

Well, I never thought of that. Maybe depends if the software  used to repack the ISO can still make a valid image larger than 1.35 GB.

Besides that, I know you can trim isos to reduce their size and most of the time the Wii can still read the games okay, but some  freeze at certain points, and others just stay in a black screen because that is not their original way of being, maybe increasing the size acts in a similar way?
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Dr. Mel on July 07, 2016, 10:51:59 am
Hey, good work on the mod!

But I did encounter a freeze that I can't get past. It's with the turtle boss, Tortigar, in Mt. Kazai in Yafutoma. After inputting my party's actions, it just doesn't do anything. It's not locked, the idle animations still play, but nothing happens no matter how long I let it sit for.

I'm running the game on the current version of Dolphin on my PC, and the rest of the game and mod (so far) run perfectly for me. Hope I can get around this soon, I'm really enjoying my time with this mod...
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 07, 2016, 04:12:43 pm
Well, that's not cool... Maybe it's a bug from Dolphin? I know there were problems with this game, at least some time ago.

I tested this four separate times (And each boss fightes three times each playthrough just in case) through Nintendont on a Wii, and never had that bug happen to me, not even once.

Sadly, my computer fucked up a week or so ago, and the laptop I have right now is garbage and I can't run Dolphin...

Wait, looking at this:

https://forums.dolphin-emu.org/Thread-a-few-skies-of-arcadia-legends-issues-gc

I find weird how similar the effect on both bugs, the game doesn't freeze, but it just doesn't advance, characters keep doing the iddle animations and that's it.

There's another link there:
https://forums.dolphin-emu.org/Thread-gc-skies-of-arcadia-legends--21123

I hope this can help you...

Also, I'm glad you're having a good time... At least until this problem popped up.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Dr. Mel on July 07, 2016, 04:28:23 pm
Hmmm, it may well be the case that Dolphin is causing the issues. Although the threads you (helpfully!) linked are from several years ago running on a much different version of the emulator, so it might be another issue entirely.

Worst case scenario, I can work my way back up to this fight on an unpatched version of the emulation and see if I get the same problem. I'll keep you posted.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 07, 2016, 04:36:01 pm
If you want to save some time, you could make a backup of your save file from the modded game and use it, at least on real hardware (using real memory cards) saves are compatible both ways (Loading a mod save with an original version and viceversa).

If not I could try to change that fight, although I don't know if that would do anything and, as I said, I fought it quite a few times and never had that problem. I'm not an expert at all, but whenever a problem caused by my mod appeared in a fight, the game simply would freeze, for example trying to put enemies where they shouldn't be (As it would be trying to load something it was unable to access).
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Dr. Mel on July 07, 2016, 09:54:27 pm
So, I loaded the save I had before the boss fight with an unpatched version of the iso file and the fight went fine. I tried switching back to the patched version from a save state within the battle, but apparently that doesn't work, you have to load a save not a save state (maybe that's obvious, I dunno).

Anyway, I got past the Tortigar fight in the original version of the game, saved, then continued on with the patched version. Everything seems ok so far. I'll let you know if I get another lock-up like that again.

But while I have your attention, I may as well mention a couple little problems. Risan was modified to work 100% of the time, but it can still "miss". Also I seem to have infinite Curia crystals for some reason, the number on hand just never goes down. Neither of those things are big deals to me, though. At least I get to play the rest of your mod!
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 08, 2016, 03:24:46 am
Do you still have a save file before the fight? I'll make an alternative patch  changing the Tortigar fight (Maybe Dolphin doesn't like the minions?).

I'll go and fix the Curia problem right away too.

I'll have it in a few minutes.

EDIT:

Here are the patches:

I made two, one that fixes the Curia Crystal problem, and changed Risan, I'll need to test it more. but I fear that the spell accuracy is hardcoded to the resurrection effect and it's not possible to have 100% chances.

The other patch has those changes plus removes the minions from the Tortigar Fight. If it's not that whats causing the problem I simply do not know what it is or if it's my fault, because I haven't changed anything else in that fight (Besides stats, and if those were the problem that bug would have appeared from the beginning, and sorry for repeating myself, I never experienced that on my multiple tests).

They are the entire mod with those added changes, not just the Risan, Curia and/or Tortigar changes.

Anyway, here they are:

EDITED: Nope, they are not here anymore. I updated the hack's RHDN page, please go there for the updated patches.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Dr. Mel on July 08, 2016, 04:58:32 pm
Thanks for the reply!

I did a mini-review of your work over on the Destructoid community blogs, if you're curious. I didn't get a chance to test out the hotfixes you posted on my setup, though.

https://www.destructoid.com/blogs/Dr+Mel/early-impressions-skies-of-arcadia-legends-maeson-difficulty-rebalancing-patch-372852.phtml#post
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 08, 2016, 05:50:15 pm
I see. I'm happy that you're having a mostly positive experience!

Your criticism about the MP increasing items is... Pretty legit, I think. I personally never abused it through my test plays, but when I stop and think about it, the opportunity is there, and it is there very soon... I need to think what I do about it, but you're right nonetheless.

I'll see what I do about that fish when I upgrade the hack's RHDN page. I'll also look into the typos. I would be glad if you could tell me which you saw.

English is not my language; so it was going to happen somewhere, lol.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: nl255 on July 17, 2016, 07:05:51 am
I have tried to apply the alternative patch to the game iso but all I get is a ~7MB output file.  Also, are saved games (memcard saves, not save states) from the 1.0 version of the patch compatible with the 1.1 patch?
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 17, 2016, 09:24:51 am
...A 7MB output file? Weird, I just tried to patch a clean ISO with the alternative patch using Xdelta GUI, and it gave me a full GC image that works (I even tried it on my Wii).

If you're having problems with the links here, I ask you to please go to the hack's RHDN page as it has been updated,  I submitted redone patches early today. I'll remove the links posted here just in case. I expected it to take longer to be updated.

And yes, the save files are compatible, the only change is on one boss fight.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Stormi2033 on July 17, 2016, 08:59:09 pm
Hey , I am new here , but Meason i love your (Patch) for SOA .

But I found an another Bug , at the end of the fight with Daikokuya , you don`t get the Beta Item "expensive wheel" .

I tested  the 1.1 Patch on the Dolphin 4.0 and Dolphin 5.0 emulator (from the site de.dolphin-emu.org).

Also tested out if the Boss Fight with Tortigar functions with the 1.1 Patch, it does not work,
only works with the alternative version of the 1.1  Patch .
You are right with the minions. They must be the reason for the  bug on the Dolphin Emulator.

I hope that helps.

Thanks for your awesome work and have a nice break before your new project.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 18, 2016, 02:37:35 am
So Dolphin doesn't like the Golem-like monsters...

Well, at least removing them solves the problem, great!  Thank you for telling me this! I was kinda bummed out when that happened.

I'll make Tortigar slightly more powerful to compensate. I hope that's the only fight where Dolphin acts different than playing with real hardware. I'll also rename the Alternative Patch the "Dolphin Patch" to be easier to understand.

I'll also get to fix the expensive wheel thing, expect it to be fixed today as I see the problem, it has 2 items to drop, but they can only drop 1. I'll put the Wheel to be dropped via one of the minions (As you'll have to defeat at least one, you'll get it every time).

Thank you for everything. Also I'm glad that you're enjoying this.

Edit:

Okay, here i am again. I updated the patches (Now with Wii and Dolphin at the end) and the readme to explain all this.

Daikokuya fight now works like this:

Daikokuya himself drops Dragon Deck
Youjin drops Expensive wheel
Boo drops Pharax Idol

Battles have a max of 3 items per fight and only 1 item per enemy (And because Daikokuya gave Dragon Deck 100% of the time, Expensive Wheel wouldn't appear at all). This way you would be able to get all 3. You could get multiple Expensive Wheels or Pharax Idols depending on Daikokuya summoning more, but one is decorative and the other doesn't do anything, so there's no problem.

I also corrected a couple of descriptions.

Here's a temporal link for the 1.2 version Dolphin. I'll test it on my end to see if the Daikokuya fight gives all the items and if it works I'll submit it to RHDN.

https://www.dropbox.com/s/y0wabwhkkckajr2/SOAL%20Maeson%20mod%201-2.rar?dl=0

Again, thank you for pointing all that to me. Mainly that the alternative patch worked out fine, which was my biggest "fear".

Edit 2: Yeah, I just defeated Daikokuya on my Wii (The bastard keep using Golden Flurry and Eternes, at least was helpful to test more the Risan changes, now it's more reliable) using the Dolphin patch to test, and got all three items. So, done!

What I'm thinking is that, it's kind of silly to make two entire patches for just one change in a boss fight (I Hope is just one). If there are no more bugs on Dolphin like the one in the Tortigar fight (I think it was caused because the field of battle was very small, but again, on a real Wii that didn't happen), I guess I'll make the Dolphin patch the standard and only patch.

I'll have to wait for feedback on how it plays on Dolphin...
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Stormi2033 on July 18, 2016, 12:11:42 pm
Awesome , I tested Patch 1.2 . 8)

The fight against Tortoise works just fine and I also got all of the three Items from the Daikokuya fight.

Expensive Wheel , Dragon Deck and Pharax Idol. So that works 100 %. I played it on Dolphin 5.0.

I´m nearly done with the game again ( next step is Soltis) and I will also look up for the other Beta Items and "possible bugs"  ;).


 I inform you , if something happens. So stay tuned.

For a little SOA laugh  ;) ,check this two Youtube vids out :
https://www.youtube.com/watch?v=iShkwEjP1eY
https://www.youtube.com/watch?v=nbfyhCyDbmo

Thank you again Maeson, for your awesome work !  :thumbsup:




Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 18, 2016, 01:09:23 pm
I'm glad everything is okay. I always laugh when Drachma appears and drops that bomb to Belleza. At least she takes it well.

I had some problems with Nintendont, but seems it was a bad update attempt. Now I got it working again.

Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Stormi2033 on July 18, 2016, 04:34:09 pm
What a shame,

that the new version does not work on the Wii, but keep going.  :thumbsup:

Sooner or later, you will program the perfect version.  :thumbsup:

The name for SoA shoul be: Skies of Arcadia Legends remastered by Maeson

or like: Skies of Arcadia The legend of Maeson ^^  ;D
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on July 18, 2016, 05:13:05 pm
The reasons why just says "Maeson" at the end is simple:

1, I'm bad at naming these things, and I don't want to put names that sound too grand... Unless if someday I make a spoof hack, then I'll go as campy as I can.

2 I would like my hacks to share the same name, because that would make it easier to recognize. After all, I did that on the FF3j hack because I needed to put something, and that's how I ended naming other projects I have unfinished (Like a Shining Force 2 hack to name one example). Most of what I do is centered around the gameplay without changing story, so I don't think it deserves a cool subtitle.

Also I find amusing a series of hacks named after the same douche that you could curse at when you die or something.

EDIT:

Okay, these last few days have been quite tiring. I've been having problems with my setup and I couldn't work properly. Thankfully everything seems to be ok right now. But I don't think that matters to anyone.

I will update the RHDN page with the 1.2 Universal patch (Which fixes the Daikokuya drop oversight) and will work for both Wii and Dolphin.

I will also include a 1.3 Patch. I edited the ammounts of Magic Exp. character need to gain new spells, as I find kind of ridiculous the ammounts of experience you need in a few cases (Even more if you're named Drachma. I mean, I get it, he's "bad" at magic, but that doesn't mean you have to grind FOUR TIMES as much as other character to get the same spells when he's already having poor Will and MP).

The 1.3 Patch will NOT be compatible with earlier saves because of the difference in the ammounts of Magic EXP. That's the only change, though, nothing more, nothing else. You would need to star a new game for this.

That's why I'll include both 1.2 and 1.3, so everyone can finish their actual playthroughs with no problem.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: thunderstorm910 on August 03, 2016, 10:48:30 pm
Hi I was wondering if any of you have played Tortigar's Hard Mode hack of the game and would care to compare it to this one?
I finished his hack this spring and found it to be very difficult, truly a fresh take on the game. And so I was wondering if Maeson's hack has the same difficulty?

Here's a link to Tortigar's hack if case you're wondering where it is: http://www.esoarcadia.org/forum/viewtopic.php?f=3&t=36

I would be very interested in playing Maeson's version of the game in the future, if the difficulty matches Tortigar's.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on August 04, 2016, 04:26:15 am
I have not played Tortigar's hack, I only saw the video he uploaded to youtube long ago. I didn't know it's existence until I was already messing with the game on my own. Reading the list of changes, I think both hacks would play in a very different way.

As far as I can see, my hack wont be the same type of "hard" as Tortigar's, and it never was my intention to make it that way. What I wanted was to add variety and a little more freedom in battles, while improving the low difficulty of the original to a more interesting level without making it the main point of my hack.

Tortigar's hack seems to focus on what people already spammed during normal gameplay, Justice Shield, Delta Shield, Cutlass Wrath, boost stats through seeds, and make the difficulty around that...

On the other hand, my hack tries to give more importance to magic, so each character can fulfill different roles depending on the situation, and things like Justice Shield got a little nerf (costing more AP), for example.

Even then I don't think my hack goes that far into difficulty as Tortigar's could

So, If you come to my hack expecting the same thing as Tortigar's hack, I seriously think you'll be disappointed.

EDIT:

Another big difference that I'm thinking about is items, unless it's not stated in the features list. I've changed most of them, most important of all the healing items.

In the original game it was really easy to ignore healing magic in favor of spamming items, and if in Tortigar's hack they are the same as vanilla, probably it's easy to spam them too. In my hack healing items are nerfed, to the point that you need to learn magic to keep you up to shape, and you should learn magic with different characters to be prepared if something goes bad.

Also I made fish way more useful, and fishing is a great way to heal yourself out of battles.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: thunderstorm910 on August 04, 2016, 08:18:08 am
I have not played Tortigar's hack, I only saw the video he uploaded to youtube long ago. I didn't know it's existence until I was already messing with the game on my own. Reading the list of changes, I think both hacks would play in a very different way.

As far as I can see, my hack wont be the same type of "hard" as Tortigar's, and it never was my intention to make it that way. What I wanted was to add variety and a little more freedom in battles, while improving the low difficulty of the original to a more interesting level without making it the main point of my hack.

Tortigar's hack seems to focus on what people already spammed during normal gameplay, Justice Shield, Delta Shield, Cutlass Wrath, boost stats through seeds, and make the difficulty around that...

On the other hand, my hack tries to give more importance to magic, so each character can fulfill different roles depending on the situation, and things like Justice Shield got a little nerf (costing more AP), for example.

Even then I don't think my hack goes that far into difficulty as Tortigar's could

So, If you come to my hack expecting the same thing as Tortigar's hack, I seriously think you'll be disappointed.

EDIT:

Another big difference that I'm thinking about is items, unless it's not stated in the features list. I've changed most of them, most important of all the healing items.

In the original game it was really easy to ignore healing magic in favor of spamming items, and if in Tortigar's hack they are the same as vanilla, probably it's easy to spam them too. In my hack healing items are nerfed, to the point that you need to learn magic to keep you up to shape, and you should learn magic with different characters to be prepared if something goes bad.

Also I made fish way more useful, and fishing is a great way to heal yourself out of battles.


Awesome. These changes sound really cool, and would affect the streamlined gameplay that Skies becomes after a while, in a positive way! (justice shield -> increm -> pirate's wrath etc.)
Would you consider making a Hard-mode for your hack, so that people who are looking for a more of an extreme challenge can get that from your version of the game?

Thanks :)
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on August 04, 2016, 08:41:17 am
Well, my hack bumps up the difficulty compared to the original game, it just that probably isn't as extreme as Tortigar's hack.

I could make an alternate version with stronger enemies, but I really can't bring myself to go back to hack this and test the entire game again, I'm pretty burnt out. Maybe in the future.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: thunderstorm910 on August 04, 2016, 09:01:45 am
Well, my hack bumps up the difficulty compared to the original game, it just that probably isn't as extreme as Tortigar's hack.

I could make an alternate version with stronger enemies, but I really can't bring myself to go back to hack this and test the entire game again, I'm pretty burnt out. Maybe in the future.

Cool, man. I'll definitely check out your hack in the future tho.  :thumbsup:
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: nl255 on August 16, 2016, 10:29:42 pm
Well having played through most of the game with your hack (v1.1/1.2) it definitely improved things in most cases.  Here is what I noticed.

1.  The first boss was nearly impossible and pretty much a pure luck based mission even with both characters knowing sacri, mostly because of extremely limited restoration items and no way to rest and heal up, thus you need to only fight a bare minimum of battles (just barely enough to learn the sacri spell) if you want to have enough resources left over to even a chance of beating the boss.  Fortunately that is the only super hard point.

2.  Although the first boss fight is extremely hard, some of the other early game bosses are actually easier in some ways.  Especially the
Spoiler:
executioner
, given how easy it is to get the sacrum spell early on.

3.  Due to increased cost of justice/delta shield, getting 4x silvite rings ASAP is a must, definitely before fighting
Spoiler:
Piastol
.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on August 17, 2016, 01:35:39 am
Hmm. I could make the first boss less of a threat, for sure. In my test playthroughs I didn't have a problem, but of course, once you play something enough times, things get "easier" I suppose...

About the executioner, I could try to make the battle harder. I guess it feels less of a theart compared to the blob just before it (Which is easy to see for me).

About the Justice Shield/Delta Shied, that was intended. In my point of view, they are too good for what they cost, and is very easy to spam them in vanilla.

That said I played the game without using them not even once to see if it was doable and I did just fine. instead of using them I was healing and removing statuses, it was more fun for me to play without them, actually. I also played the game with accessories to protect me against status effects and without them to be sure it was beatable either way.

I'll take a look at the two first points later today.

Thanks for your feedback!
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: jmjohnson85 on September 09, 2016, 12:56:48 pm
Well having played through most of the game with your hack (v1.1/1.2) it definitely improved things in most cases.  Here is what I noticed.

1.  The first boss was nearly impossible and pretty much a pure luck based mission even with both characters knowing sacri, mostly because of extremely limited restoration items and no way to rest and heal up, thus you need to only fight a bare minimum of battles (just barely enough to learn the sacri spell) if you want to have enough resources left over to even a chance of beating the boss.  Fortunately that is the only super hard point.

2.  Although the first boss fight is extremely hard, some of the other early game bosses are actually easier in some ways.

I'm in total agreement here, especially on point #1.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: dukejp on October 30, 2016, 08:10:16 pm
Hi. I want to test your hack in the Pal spanish version, but i cant find the pal version, only the ntsc 1.4 in the RHDN hack page.
And i have another question: the Pal to 60hz patch, sync up the video to 60hz, thats ok, but the audio? I remember many patchs of the psx era, pal to ntsc, syncs the video but the audio still have 50hz speed, causing a desynchronization between the audio and video.  In fact, playing PAL converted SOA in my NTSC Dreamcast years ago i have this problem. The more long the in game scene, the more lags the audio.
Thank you for your hard work.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on October 31, 2016, 11:35:19 am
I started playing this patch recently as my first run of Skies of Arcadia. I just made it to the Pirate Island, and Erinn the Item Merchant told me that healing crystals recover HP anytime and anyplace "unlike spells that require MP." However, I can totally use Sacri outside of battle. Was this a mistake in the original game, a mistake with your redone scripts, or do healing spells have restrictions that I'm not yet aware of?

Also, since this is my first experience with any Skies of Arcadia, I'll try to keep you updated on how the patch translates for one's first experience. So far, the only other thing I'd like to point out is that the extra enemies added to the first boss (Antonio) are kinda pointless since the player can just Pyri them to death before they can do anything. With that said, the boss itself was still tough; I could beat it on my first try, but I had to reset a few times before I could beat it without either of my party members dying (I basically had to waste a Sacri crystal when one of them had ~300 HP on the off chance the boss used that lightning attack). With that said, I enjoy these more challenging RPGs, so I don't think too much should be changed about this fight (if anything).
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: dukejp on October 31, 2016, 12:48:19 pm
I started playing this patch recently as my first run of Skies of Arcadia. I just made it to the Pirate Island, and Erinn the Item Merchant told me that healing crystals recover HP anytime and anyplace "unlike spells that require MP." However, I can totally use Sacri outside of battle. Was this a mistake in the original game, a mistake with your redone scripts, or do healing spells have restrictions that I'm not yet aware of?


Erin says that because the healing crystals DO NOT require mp to use (thats is the diference). Its not a error: Erin just establishes the difference between crystals and spells.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on October 31, 2016, 01:09:41 pm
@ dukejp: Okay, thanks. I was wondering about that.

Second impressions: I'm at Shrine Island, and it seems that Alpha Storm is pretty broke. It appears to do the same amount of damage as Cutlass Fury, but it only requires 2 SP, meaning it can be used every turn without consequence (unlike spells that require MP). Like, why wouldn't I want to keep using it (aside from the voice acting getting old)?

EDIT: The fight against the Sentinel is more annoying than challenging. Since the only things that can harm it are spells and Alpha Storm, it basically consisted of Vyse healing, Aika attacking, and both defending when the Sentinel used the tracking move (which was once every two turns). I think you should lower its HP by a few thousand.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 01, 2016, 06:54:41 am
Here's the deal with Aika Abilities/Pyri line of spells:

In the original game, the similarity between Pyri spells and Aika's super moves was also there.

Alpha Storm is comparable to Pyres, the level 2 fire magic spell.  That makes it pretty strong at the beginning, giving her an advantage in fire attacks for a while thanks to the fact that she doesn't need MP to use it.

But as you progress through the game, Aika's fire super moves don't raise in power as much as Pyri spells, meaning that even if Alpha Storm it's strong for the beginning of the game, latter abilities become more of a "cheap" (MP and SP wise) alternative to fire magic, but also less powerful (and in case of the last Pyri spell, much less powerful). It's a perk that only she has.

About the Sentinel fight, as you may have guessed, in the original game this boss fight was some sort of lesson about defending at the right time.

I'll take a look at it's stats, as I remembered I modified it in 1.4. Maybe I did something wrong. Also, I hope you tried different magic types, as it's weak to Purple Magic (In every test playthrough I did, I always ended with Cristales, Purple Magic Level 2, with at least one character), or tried to Poison him, as it makes some damage over time to him if the condition sticks.

Lastly,  the actions the boss takes are random, I had fights where it used the laser twice in the entire fight, while in other, the Sentinel used it every single turn it could, which was quite challenging to manage healing.

Sometimes bosses can be absolute dicks, but that's the nature of the game.

EDIT: The resistances of the Sentinel have been corrected, now it should go down faster with magic. HP has been reduced slightly.

Both NTSC and PAL versions have been updated.

OH, and also:

Quote
It appears to do the same amount of damage as Cutlass Fury, but it only requires 2 SP

In this game physical damage abilties are multipliers to your normal damage, while magic is not (It goes like Will+Spell Power x2).

So even if Alpha Storm seems to do the same damage as Cutlass Fury, as you advance you'll see that Cutlass Fury keeps being useful (Because you upgrade weapons and get more Power) through almost the entire game, while Alpha Storm gets "outdated" much, much sooner.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 02, 2016, 09:52:48 pm
as you progress through the game, Aika's fire super moves don't raise in power as much as Pyri spells, meaning that even if Alpha Storm it's strong for the beginning of the game, latter abilities become more of a "cheap" (MP and SP wise) alternative to fire magic, but also less powerful (and in case of the last Pyri spell, much less powerful). It's a perk that only she has.
Oh, I think I understand, now. However, I wasn't just referring to Alpha Storm vs magic, but also Alpha Storm vs using a normal attack. At the time of this writing, I've freed Fina and the Blue Rouges and I've just escaped Valua, but I can still count on Alpha Storm (and even Lambda Burst) not only to be a powerful attack with a chance of harming multiple enemies, but also to leave me with more SP than the previous turn if everyone else uses non-SP moves (which, given the SP requirements so far, means that's practically guaranteed unless I'm in a boss fight). Plus, those moves make short work of random encounters, sometimes even killing all enemies in one move.

I don't know; maybe I'll eat my words when I make it to the next area, but for now, my unbeatable strategy for random encounters is "use Lambda Burst, then kill any stragglers with melee attacks; if any survive turn one, repeat."

By the way, Vyse also has a special move that attacks all enemies, but it is lightning-based. I haven't tested it yet because I spent the Moonberries on Lambda Burst instead, but I'm curious: does that move's strength progression work the same way? If so, why does it cost ten SP instead of...less? Is it just that much more powerful, or is its progression closer to Cutlass Fury?

Also, I hope you tried different magic types, as it's weak to Purple Magic (In every test playthrough I did, I always ended with Cristales, Purple Magic Level 2, with at least one character), or tried to Poison him, as it makes some damage over time to him if the condition sticks.
Actually, I had barely switched to purple since the readme said to focus on building up one color before switching. I guess I misinterpreted what you were trying to say.

Also, sometimes, it can be quite difficult to tell which color is an enemy's weakness. I swear I used Cutlass Fury with purple equipped, and I dealt, like, two damage to the Sentinel. I guess I didn't anticipate a blanket immunity to melee attacks given the preexisting color scheme. I think I'm getting the hang of it now, though.


P.S. So far, aside from the Sentinel battle, I haven't encountered any combat issues, so I guess that means you did a good job. Congrats!

P.P.S. Could you do me a huge favor and make it so the "you're losing the boss fight" music only plays when someone is KO'd? It's incredibly annoying to have to hear that song each time one of my characters is low on health, and sometimes, I'll heal one only for another's health to drop low. Plus, I swear that, at one point, I encountered a glitch where it kept playing that song even after all my party members had a decent amount of health.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 03, 2016, 04:51:20 am
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About the super moves

The problem with super moves is basically that you can get a character's moves very early, making balancing them really annoying, because or you nerf them so they can't get abused early, making them less useful as you advance and making them end near useless, or you try to make them good with the risk of people abusing them.

It was one of the most problematic things for me, because each person plays his/her own way, and really, I can't do anything to stop it. Some people give the berries equally, others force-feed them to a single character to get everything early, others don't even use them...

For example, you got Lambda Burst a bit earlier than I did in my test playthroughs.

I thought about increasing the amount of SP she needs to use her fire based super moves before or maybe decrease the damage more, but because nobody ever gave me feedback on this aspect I thought I did that right.

I'll see what I do, probably increase 1 SP to those moves and slightly reduce it's attack. But even then, as you advance everything will fall on it's place. All this you're talking about is based on the early parts of the game. Her moves will start to feel less powerful eventually.

About Rain of Swords, the cost of 10 SP is for several reasons: It's a physical move, even if the name sounds like magic (And it's animation feels more magical than physical too) so the damage will grow as you go through the game, just like Cutlass Fury.

It has no element on it's own, but you can change it depending on the weapon you're holding, meaning that it's a physical hit-all super move with the element of your choosing. That's a VERY powerful thing right there because the damage can be increased with weapons, Increm and such. It needs to cost enough so it's usable, but not abusable at least not through most of the game, and if you want to use it, you probably couldn't do other things, like heal that turn. So it's some risk/reward type of thing.

Costing 10 seems quite a bit at the beginning, but you need to think that as you gain levels and advance, your characters get more SP each turn, so what you see expensive now, later you'll see more acceptable.

And also, in my mod costs 10, but in the original game it's cost was bigger (14). In fact most of the SP costs in my mod are lower so the player can use skills and magic more freely (and the enemies were powered up with that in mind). In the original game they were really, really high and made people just abuse a few things, which I really, really wanted to avoid.

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Actually, I had barely switched to purple since the readme said to focus on building up one color before switching. I guess I misinterpreted what you were trying to say.

What I meant (And I'm sorry if it was badly explained), is that a good way to learn magic is to have all characters with the same element to build magic exp. quicker for a single element, so you get the next spell faster, and you can jump to another element.

Trying to learn all magic from one element is a really bad way to do so, because the amounts of magic exp. needed for each new spell increase a lot.

It's much better to jump from element to element learning spells gradually. But again, this is something that the player has control over, and each person do it differently.

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About the weaknesses

If you wonder about what weaknesses and resistances each color has, you have a lot, (and I mean a lot, the time I spent writing things into that .txt is ridiculous, it very well could be an instruction manual) of info in the readme. There's a chart about how each element affects the others, in the magic list part.

Only very few enemies have different weaknesses, like the Sentinel, and that's because you get the purple element right before going to the Shrine, so I thought a weakness to the newer element could come in handy for the boss.
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P.S. So far, aside from the Sentinel battle, I haven't encountered any combat issues, so I guess that means you did a good job. Congrats!

Thank you! Most people seem happy with it, so I'm happy too, seeing how this was made for me in the first place, but seeing others enjoy it's also great.

About the music... I tried several things, but the game always crashed. I'm tired of that song too (if only because it's really short loop).

Now that I think about it, what I haven't tried is to replace that theme's music files with the normal music files. Although I don't expect it to work... Thing is not many people know about gamecube hacking, and I'm faaaar from a great/knowledgeable hacker, so I'm out of ideas.

Problem is, I don't know how can I identify the files for that theme in particular, as I don't find a way to reproduce .samp files, and the fact that google shows me results about "San Andreas MultiPlayer" even if I rule out words like San and Andreas of the search doesn't help either...

So for now I'm not able to do anything about this...

Sorry for such a long post.

EDIT:

Okay, I tested a bit the fire spells vs aika's moves and I feel like I'll fine tune the moves by a bit. I'll make the patch as soon as I can.

Done. Again, both PAL and NTSC patches are here, and will be updated in the hacks page. I hope is the last thing I need to touch.

https://www.dropbox.com/s/2qnblpascoftojw/SOAL%20Maeson%20mod%201-42.rar?dl=0
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 03, 2016, 12:49:19 pm
Some people give the berries equally, others force-feed them to a single character to get everything early, others don't even use them...

For example, you got Lambda Burst a bit earlier than I did in my test playthroughs.
My strategy is to compare the descriptions and pick which one I think is better (until I reach the ones that require an extra berry). Example:

"Attack all enemies, cost 10 SP"
"Attack all enemies, cost 3 SP"

I think I'll take the one that costs 3 SP.


I will say: I think I got lucky by getting one or two Moonberries from random encounters, and I admit that can be tough to balance.

If you wonder about what weaknesses and resistances each color has, you have a lot, (and I mean a lot, the time I spent writing things into that .txt is ridiculous, it very well could be an instruction manual) of info in the readme. There's a chart about how each element affects the others, in the magic list part.
Actually, my issue wasn't so much figuring out which colors are weak to which colors (I knew about the chart already), but figuring out which enemies are which color. Example: Bleigock is grey, but it's element is green, not silver (and this is made even more confusing by the fact that it can use purple magic). Also, Maroccas are brown, but that doesn't correspond to any of the six elements, so which color are they? I'd assume yellow (due to the tan skin), but I looked it up, and they're apparently blue.

Things like that make me wish the game had a better way of conveying what color the enemies are instead of just the color of the border of their mugshot when selecting a target (honestly, that detail is so small that I didn't notice it until I looked up images just now to see if I missed anything). Actually, now that I think about it, is that what the Pirate's Isle kid says if you find him in hide and seek (that the enemy's element is its picture frame)? I skipped that part, but if that's true, that's certainly a well-guarded secret!  :laugh:  I should have an easier time now that I know what to look for.

Oh, and don't say "of course Maroccas are blue; they're modeled after a sea creature" because Grouders are purple.


On a different note, it's too bad you can't figure out what to do about the music.

Sorry for such a long post.
No need to apologize; in these situations, I always prefer more detail so I can understand the other person's decisions better. As always, thanks for the info.

Okay, I tested a bit the fire spells vs aika's moves and I feel like I'll fine tune the moves by a bit. I'll make the patch as soon as I can.

Done. Again, both PAL and NTSC patches are here, and will be updated in the hacks page.
I will say, you're very timely at getting these updates out; it almost makes me wish I kept a backup of my save so I could re-test the Sentinel fight with the new stats (after all, it may need a bit more work now that one of the only attacks that can harm it is weaker).

I hope is the last thing I need to touch.
If I'm as early into the game as you say I am...well, don't hold your breath.   ;)
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 03, 2016, 02:37:49 pm
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My strategy is to compare the descriptions and pick which one I think is better (until I reach the ones that require an extra berry). Example:

"Attack all enemies, cost 10 SP"
"Attack all enemies, cost 3 SP"

I think I'll take the one that costs 3 SP.


I will say: I think I got lucky by getting one or two Moonberries from random encounters, and I admit that can be tough to balance.

Yeah, the moonberries as random drops can fuck up the entire attempt of balancing. In one of my tests I received so many berries I maxed all the characters and I still hade more than 20/30. It was insane.

Also, your example shows that some people also will use berries depending on which things sound better (Which is what most people do in their fist playthrough). Because the game gives this freedom in both moves and magic, each person will progress in a different way, and I really wouldn't like to remove such freedom.

In fact because of that, I had to make boss fights winnable without certain abilities that people like to spam a lot, in case that for some reason they didn't had them (one protects from magic, the other reduces damage, and the game is beatable without them as I did it myself, quite a bit more challenging, I liked it).

Besides, that's how the game was designed to be.

I personally learn moves slowly (depending on the SP the characters can generate) and priorize in magic, but that's just how I like to play.

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Things like that make me wish the game had a better way of conveying what color the enemies are instead of just the color of the border of their mugshot when selecting a target (honestly, that detail is so small that I didn't notice it until I looked up images just now to see if I missed anything). Actually, now that I think about it, is that what the Pirate's Isle kid says if you find him in hide and seek (that the enemy's element is its picture frame)? I skipped that part, but if that's true, that's certainly a well-guarded secret!  :laugh:  I should have an easier time now that I know what to look for.

Precisely! Looking at the enemy portraits shows which elements they are, which is incredibly useful compared to many other RPGs (mostly older) where you don't have a way to tell before you attack them.

It's kinda obscure, but I personally like it. It rewards people paying attention.

About the music, yeah, a bit sad, but oh well...

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I will say, you're very timely at getting these updates out; it almost makes me wish I kept a backup of my save so I could re-test the Sentinel fight with the new stats (after all, it may need a bit more work now that one of the only attacks that can harm it is weaker).

I try to be because I don't like to leave things like these "unfinished". If I notice I try to fix (like if you look a few pages back in this thread you'll see someone who told me that he was going to write a small article about this hack, and pointed me to a few things that needed to be fix, and they were fixed before he even finished writing  :D) so I can "relax" again.

I'm kind of OCD about these things, even more when others have access to it. I want to finish it, feel it's complete and working so I and others can enjoy it... And, well, leave it at that.

I love what I did, but I don't want to be continually worrying about it, if that make any sense. Or make people wait for that matter. Each time I visit this forum and I see the post being brought back from the dead I get a bit nervous, lol.

And about the Sentinel, Alpha Storm will hit for a bit less, but it will beg for mercy if you use purple magic  ;).

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If I'm as early into the game as you say I am...well, don't hold your breath.   ;)

Well, the Sentinel was an oversight in version 1.4 where the changes I intended didn't save, and Aika's moves was a doubt I had since I started this whole thing, so everything else should be smooth from this point.

I hope :-\.

In any case I hope you keep enjoying.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 09, 2016, 04:42:07 pm
I have another favor to ask: can you increase the amount of Grapor Meat that drops from the Crescent Isle fish, or at least decrease the total number required to proceed to the next day? It's incredibly tedious to have to grind there, especially since they usually only appear 1-2 at a time (and have a decent chance of RUNNING AWAY).

Aside from that, the only thing I'd like to point out is the difference in difficulty between the Rokwyrm and the Rik'talish twins. Up until the player fights the Rokwyrm, Fina has only barely been in the party and is at such a low level that not-guarding practically ensures her death (the enemies would all gang-up on her). When I made it to the Rokwyrm, Fina had just over 1000 HP (Vyse and Aika weren't that much further ahead, though), but the Rockwyrm's Volcanic Blast deals 800 damage, meaning that if Fina was attacked at all during the fight, one Volcanic Blast would kill her. On the other hand, the Rik'talish twins mainly just cause status effects, and even if the player hasn't learned Lunar Cleansing by this point, it's much easier to deal with than mass 60-80% damage with a chance of using it again before you can heal. Maybe it's just because I got into so many battles while trying to find that stupid Nazca Lines reference (but didn't you say bosses scale?), but I think the Rokwyrm should be made a bit easier.

P.S. Even with Epsilon Mirror, Lambda Burst is still preferable to Pyres because it deals ~100 more damage. I guess I haven't reached "that point" yet.

P.P.S. I'm probably not the first to notice this, but I think I found an actual oversight with the game:
Spoiler:
(http://i.imgur.com/Nq6CChv.jpg)


EDIT: What I wrote about the Rokwyrm goes double for Sinistra and Destra. I wouldn't mind them having attacks that take most of my party's HP in one turn if the game was consistent with the turn order, but sometimes, I'll just get destroyed before I have a chance to heal or do anything. I know you wanted the fights to be more challenging without requiring luck, but it certainly feels like they require luck sometimes...

EDIT 2: Also, unlike Volcanic Blast, Death Waltz will kill Fina even at full health (unless she's guarding), and as far as I can tell, there's no way to predict when they'll use Death Waltz.

EDIT 3: Okay, with as powerful as Death Waltz is, they shouldn't be able to use that in combination with multi-attack magic on the same turn (because that kills Vyse and Aika at full HP), but they totally can. Even if you don't do anything with the Rokwyrm, I'm pretty sure these guys should be nerfed.

EDIT 4: THEY LITERALLY USED DEATH WALTZ TWICE ON THE SAME TURN!! The only reason I managed not to die was because Aika was at full HP and defending, but that still left me with only 338 HP and everyone else dead. I couldn't even KO Sinistra, whom I had been focusing all of my strongest purple attacks on! I got close, though, but I think I'll wait until the next revision to try again.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 10, 2016, 02:05:05 pm
About the grapor meat: You had to be unlucky, because when I play I tend to find groups of 3-5 quite often. In fact you can find groups of up to six grapors in a single fight. A single spell should be able to finish them all in one turn too.

I could improve the number of grapors, but I really didn't see a problem with it, and nobody seems to have an issue with it either.

About the Rockwyrm:

...I have one question: Do you use equipment that protects from elements?

You can not only buy armors that protect from fire attacks back in Maramba, but you can also obtain armor that resists fire in the pyramids where you fight the Rockwyrm (from those lizard looking things), Fire Mantles, which all three characters can equip and give nice defense and magic defense.

Even more than that, you can also get accessories that protect from his stone attack and you can equip both the armors and the accessories at the same time. I gave all the tools I could to make the fight easier without making it a joke.

About the oversight: I never noticed it, lol. I don't know if I can edit story/dialogue text, it's encrypted, unlike descriptions and such. I'll take a look, but I don't think it's all that important if I can't do anything.

About Sinistra and Destra:

The same I said about Rockwyrm I say here. Do you use equipment to protect you from elements? I can agree that this fight is harder than things before (I intended it to be), but nobody I asked told me it was such a problem. Accessories with elemental resistances stack with armors, and you can buy "Thermo Rings" that reduce damage from both Red and Purple attacks.

The point of the fight is to focus on one of the bosses (people I asked told me that they usually choose to take the red guy first because Purple magic does higher damage) so they can't use Death Waltz.

I could lower the damage they do, of course... But on the other hand, when you're the first person that tells me this, It could be something else.

Before doing anything I want to ask: What levels do you have? What is your equipment? What do you try to do?

I remember in my test playthroughs to be around 24/26 if I recall correctly...

Oh, and by the way: The bosses that grow stronger depending on your level are the optional ones. The story-related boss fights are fixed.

EDIT: Hey, I just remembered, one of the people I talked about commented me that he went to this fight under-leveled (because he had Vyse's goggles equipped the entire game and those reduce encounters) and for this battle he tried to resist Destra's and Sinistra's attacks by defending and healing until the Spirit bar was full and then use Prophecy (A super-attack that needs all your SP).

EDIT2: DAMN, another thing I forgot:

Sinistra and Destra do warn you about Death Waltz! They do so through the warning move "Engage" the turn before they use it.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 11, 2016, 07:15:41 pm
For the Rockwyrm, Aika had protection against stone, and I'm pretty sure someone had the flame mantle equipped (it was probably Fina because I was trying to give her more defense to compensate for her low level and HP, but it was still really easy for her to get killed if she didn't defend practically every turn, which is my main complaint about that part).


As for Sinistra and Destra:

Unlike the Pyri-amid (Temple of Pyrynn), there's nothing about Daccat's Island that implies a red/purple boss (in fact, the random encounters are blue and green!), so you can't really play the "you weren't strategizing" card here. I admit I haven't purchased armor since Sailor's Island, but that's because there's usually better armor in the dungeons, so I never really had to. In fact, the Maiden's Armor inside Daccat's Island gives Fina her strongest magic defense at this time, but Tundra Blast still takes ~1000 HP from her (~950-980 for everyone else, and Explode isn't much weaker)! In other words, unless I have Fina defend each turn, I risk her getting killed from one Tundra Blast combined with one Explode, even at full HP (and it isn't uncommon for that to happen). What's worse: even if she is defending, two Death Waltzs in one turn (which happened once each time I played today) will kill her anyway!

And yeah, I'm at level 24. Current max HP:

Vyse: 2566
Aika: 2278
Fina: 1952
Gilder: 3000

And yes, my strategy is to focus all my attacks on one (but I don't have Prophecy yet, so my strongest attack is a purple Cutlass Fury) and defend/heal when I'm low on HP.

Now, you may be thinking "just use Sacrum; that heals everyone by 1500 points." However, if they use Explode and Tundra Blast on the same turn (which, as I wrote before, isn't uncommon), that takes away a combined total of ~1900 points when unguarded, so I'd be stuck in a loop until either someone dies or I get lucky and they just use normal attacks, letting me heal properly.

Another thing they like to do is use Tundra Blast/Explode in combination with Engage, and on the next turn, use Tundra Blast/Explode in combination with Death Waltz (or even Engage and Death Waltz!). If that happens, no matter what I do, someone dies (since I can't have one character heal from the previous attack and guard from the next one) and the others end up with low health if they don't also die. Plus, although I have a Riselm box and Fina knows Riselm (Vyse and Aika know Risan), I'm never guaranteed a move before the boss, so the game could just decide to kill me before I have a chance to heal or revive anyone. Even though I now know when the bosses will use Death Waltz, I can't really plan around it because their normal magic attacks are just so powerful; no matter what I do, no matter how defensive or offensive my strategy is, they employ one of the above strategies and I get murdered...

But on the other hand, when you're the first person that tells me this, It could be something else.
As a veteran of the SMBX community, I can assure you that most people don't bring up their issues directly to the creators, choosing instead either to keep it to themselves or complain about it elsewhere (like a let's play thread of the episode on a different forum). Plus, this patch is only a few months old; I doubt many other people have played it blind yet. Now it's my turn to ask you:

Who did you get to playtest your patch? Did anyone play it blind, or did they all have prior experience with Skies of Arcadia and have some idea of what to expect? The readme says that this was also meant for people who haven't played the game before, but your response implies that I was supposed to know to defend specifically against red and purple attacks ahead of time.


P.S. I also haven't used any stat-boosting items (partly because the readme said that certain bosses scale, and partly because, again, I never really needed to), though I doubt that would make much difference.

P.P.S. Here's a play-by-play of my last attempt (each sentence is a turn, but moves didn't necessarily happen in the order of the sentence):

Everyone uses Crystales against Sinisra; Sinistra uses Engage and Destra uses Tundra Blast.
Aika uses Sacrum and everyone else guards; Sinistra uses Death Waltz and Destra uses Tundra Blast, killing Aika.
Since Aika is the only one who knows Sacrum, Vyse uses Sacres on himself, Fina uses Riselm on Aika, and Gilder uses a Sacres crystal (since he doesn't even know Sacres at this point) on Fina; Sinistra attacks Gilder, Destra uses Tundra Blast.
Aika uses Sacrum and everyone else guards; Sinistra uses Explode and Destra attacks Gilder but Gilder counters.
Since Vyse is almost at full HP, I take a chance and use Cutlass Fury while Aika uses Sacrum again; Sinistra attacks Aika, but Aika counters, and Destra uses Tundra Blast.
Aika uses Sacrum, Gilder uses a Sacres crystal on Aika, Vyse and Fina guard; Destra uses Tundra Blast, Sinistra attacks Aika.
Aika uses Epsilon Mirror, everyone else uses Crystales against Sinistra; Sinistra attacks Vyse, but Vyse counters, and Destra uses Tundra Blast.
Vyse and Fina defend, Aika uses Sacrum, Gilder uses Crystales against Sinistra (not enough SP for Gunslinger, obv.); Destra attacks Aika, Aika counters, Sinistra attacks Gilder. I'd also like to interject and say that I've been getting lucky with this attempt.
Vyse uses Crystales, Gilder uses Gunslinger, Aika and Fina defend; Sinistra uses Explode, Destra attacks Vyse.
Aika uses Sacrum, everyone else defends; Sinistra uses Engage, Destra uses Tundra Blast.
Trying to keep Aika from dying, Gilder uses a Sacres crystal on Aika, everyone else defends; Destra uses Tundra Blast and Sinistra uses Death Waltz, killing Fina and Gilder.
Aika uses Sacrum, Destra uses Tundra Blast, Sinistra attacks Vyse, Vyse uses the Riselm box on Fina (the box breaks. Also, this sentence is in order so you know that Fina is at full HP this turn).
Vyse guards, Aika uses Sacrum, Fina uses Riselm on Gilder; Sinistra uses Engage, Destra attack Aika, Aika counters.
Everyone guards; Sinistra uses Death Waltz, Destra uses Tundra Blast.
Vyse and Fina guard, Aika uses Sacrum, Gilder uses Gunslinger on Sinistra; both use Engage.
Knowing Fina will die anyway, I have her use Crystales against Sinistra while everyone else guards, but Destra uses Death Waltz first, killing her in one move (2000 damage); Sinistra uses Death Waltz, killing Aika.
Vyse uses Risan on Fina, Gilder uses a Sacres crystal on himself; Destra uses Tundra Blast, killing Vyse and Fina, Sinistra uses Explode.
Gilder, at 166 HP, uses a Risan crystal on Aika, but it misses; Sinistra and Destra use Engage.
Before Gilder can do anything, Death Waltz is used and Gilder dies.

Tell me, aside from not knowing what resistances I'd need ahead of time, what did I do wrong? Also, don't write that off as me being unlucky because that was the best I've ever done against them (I got Sinistra to be slack-jawed, which only happened one other time).
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 12, 2016, 05:27:05 am
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For the Rockwyrm, Aika had protection against stone, and I'm pretty sure someone had the flame mantle equipped (it was probably Fina because I was trying to give her more defense to compensate for her low level and HP, but it was still really easy for her to get killed if she didn't defend practically every turn, which is my main complaint about that part).

Okay, I'll lower the damage a bit. I'll also increase a bit the HP Fina gets by leveling up.

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About Sinistra and Destra

Let's do something, At the end of this post I'm going to link a patch where the attacks of these guys are nerfed a certain amount. I want you to try it and say me how it goes, and what equipment do you have.

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As a veteran of the SMBX community, I can assure you that most people don't bring up their issues directly to the creators, choosing instead either to keep it to themselves or complain about it elsewhere (like a let's play thread of the episode on a different forum). Plus, this patch is only a few months old; I doubt many other people have played it blind yet.

That's why I said people I asked. I know that you usually can't count on people on the internet for these types of things (Although in this thread people has pointed me to things to fix for which I am very glad), and that's why when I tell you that, it's me talking to people I know personally and I asked them to try it, so I could talk with them. I also played it several times myself.

That's why I'm surprised that it is giving you so much trouble because yes, two of them had some difficulties, but not to this level.

By the way, SMBX stands for Super Mario Bros X? I never tried it, I need to take a look.

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Now it's my turn to ask you:

Who did you get to playtest your patch? Did anyone play it blind, or did they all have prior experience with Skies of Arcadia and have some idea of what to expect?

Just one of the persons I asked personally played it blindly. I remember he actually got stuck at the poisonous boss in lower Valua, and some of the optional fights (Although to be honest, the optional bosses are dicks even in the original game and that's the way they were intended), and he died twice on this fight, but he didn't made a big deal about this boss fight, so I thought it would be fine.

The other players knew about the game, and neither pointed me to this being such a problem as you're experiencing.

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The readme says that this was also meant for people who haven't played the game before, but your response implies that I was supposed to know to defend specifically against red and purple attacks ahead of time.

I know what you're trying to say, and you have a point there, but you also have to think that in the original game things go the same way. There's no warning that the bosses are going to be like this, unlike other places, and there's not much equipment in the original game that could protect you from Red and Purple attacks at that point.

In my mod you can get things like the Eye of truth from Rixis (with 20% chances of dropping instead of 10%), if I'm not mistaken, which protects you from Red attacks, for example.

But because of this, I'm also modifying the Caravan Armor (which you can buy in Nasrad) so it gives both Red and Purple protection with the catch that it offers less defense than other armors because it protects from two different elements.

It shouldn't be needed as I'm lowering the damage done by the bosses attacks, but I wanted to give it as an option.

So here are the changes in this patch. It's not final, I need you to try it out and tell me your experience first before I set things in stone:

https://www.dropbox.com/s/sizu74sftda5bmi/Skies%20of%20Arcadia%20Legends%20Maeson%201%2C43%20Universal.rar?dl=0

Fina gets more HP by leveling up.
Rockwyrm's Volcanic Blast has been weakened a bit.
Explode, Tundra Blast and Death Waltz had their power reduced too.
The Caravan Armor offers both Purple and Red protection, and it can be purchased in Nasrad.

Because this is just to try, I didn't make a PAL version of the patch (Which takes more time to make than the US version).

Please, patch your game and tell me how it goes.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 12, 2016, 03:42:41 pm
what equipment do you have.
My armor is De Loco Mail for Vyse, Gilder's Mail for Gilder, and Maiden's Armor for Aika and Fina.

Just to be safe, here's a dump of my memory card (though it's before I gave Fina the other Maiden's Armor to try to defend against 1.42 Sinistra and Destra):

https://www.dropbox.com/s/mzh3w3ttg2pb9qo/0251b_2016_11Nov_12_13-38-52.raw?dl=0

That way, you can see exactly how underpowered I am!  :) (among other things)

As a side note, I would have thought that level 24 was slightly higher than the average since there were two times I had to backtrack through a dungeon to restock on items (first was the Valuan executioner right after Bleigok; second was the Rokwyrm), and in doing that, I'd gain a level or two.

By the way, don't forget that since Aika and Fina are separated from Vyse (who has all the money) at this point in the game, it's not really feasible for the player to compare the stats of shop armor to what they have equipped, so changing the stats of shop armor may not help much in this regard.


and he died twice on this fight

Holy crap; I've died at least eight times on that fight!


I know what you're trying to say, and you have a point there, but you also have to think that in the original game things go the same way. There's no warning that the bosses are going to be like this, unlike other places, and there's not much equipment in the original game that could protect you from Red and Purple attacks at that point.
I understand that as well, but didn't you say that the original game was a bit too easy, and that magic was weaker than normal attacks? Their normal attacks take around 400 damage, so if Tundra Blast and Explode took even less than that, I could see myself also thinking that the game was a bit too easy.


So here are the changes in this patch. It's not final, I need you to try it out and tell me your experience first before I set things in stone:

https://www.dropbox.com/s/sizu74sftda5bmi/Skies%20of%20Arcadia%20Legends%20Maeson%201%2C43%20Universal.rar?dl=0

Fina gets more HP by leveling up.
Rockwyrm's Volcanic Blast has been weakened a bit.
Explode, Tundra Blast and Death Waltz had their power reduced too.
The Caravan Armor offers both Purple and Red protection, and it can be purchased in Nasrad.

Because this is just to try, I didn't make a PAL version of the patch (Which takes more time to make than the US version).

Please, patch your game and tell me how it goes.
Dang, I should've learned from the whole Sentinel debacle and kept a backup of my save at the Temple of Pyrynn.

As for Sinistra and Destra, I say that's perfect; I could actually use Fina without risking her getting murdered each turn. The only thing I'm not entirely sure about is that increasing the HP Fina gets from leveling up might compound and make the boss easier than intended (I can't exactly test the new level-up system without starting a new game).

In a final bit of irony, when I won, Gilder said "I wish they were all that easy!"
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 12, 2016, 04:57:18 pm
For parts:
Quote
My armor is De Loco Mail for Vyse, Gilder's Mail for Gilder, and Maiden's Armor for Aika and Fina.

De Loco Mail is a little outdated. If you visited the weapon shop in Nasrad (You can back track there if you were in Daccat's Island if I remember right) you could have bought something better, or even better yet, find the Daccat Armor in Daccat's Island, which offers pretty decent defense and magic defense. I don't remember which chest had it, but they are rather hidden compared to other dungeons.

Gilder's Mail is the best piece of equipment that you could have for him at that point.

Maiden Armors are fine too.


Quote
I understand that as well, but didn't you say that the original game was a bit too easy, and that magic was weaker than normal attacks? Their normal attacks take around 400 damage, so if Tundra Blast and Explode took even less than that, I could see myself also thinking that the game was a bit too easy.

Thing is, the abilities of these guys (And actually, most of the enemy special moves, which I didn't know until I started this thing) are physical. Magic itself is for the most part the spells you or monsters can learn by getting magic exp.

And yes, and the original game gets a bit too easy, to the point of you being able to steamroll through pretty much the entire game with little effort, besides the optional bosses (I guess the developers knew when they ported the game to the gamecube and wanted to give some challenge).

Quote
Dang, I should've learned from the whole Sentinel debacle and kept a backup of my save at the Temple of Pyrynn.

As for Sinistra and Destra, I say that's perfect; I could actually use Fina without risking her getting murdered each turn. The only thing I'm not entirely sure about is that increasing the HP Fina gets from leveling up might compound and make the boss easier than intended (I can't exactly test the new level-up system without starting a new game).

Then, you consider this change was good enough? If that's so i'm glad to hear that. I'll get to make the patches and update the hack's page tomorrow, it's getting late here.

Don't worry too much about Fina's HP increase. It should be around 10 points of HP per level more, if that. And please, don't worry about having a problem with that change in your save file.

Changes in stats and stat growths are compatible (Unlike changes in experience and magic experience tables). I know because the first thing I tried while hacking the game was to change how stats growth, and I used one of my old original game savefiles to try, and during the process of making this I kept fine tuning the stats during the same playthrough, and all is needed is to level up once to normalize any change.

As far as stats go, the game knows when and when not to increase them and how much. If it helps, I tried it on one of my save files from the last test playthrough (Fina was lvl 53) and I leveled her up just to make sure. Everything went fine.

If I changed something that needed to start from the beginning I would have told you, because that's something big... And annoying.

Quote
In a final bit of irony, when I won, Gilder said "I wish they were all that easy!"

Damn, quite the ending for this issue.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 13, 2016, 11:41:14 pm
Spoiler:
Whoa, the Delphinus has a talking engine! The Valuans really went all out with this ship, didn't they?

(http://i.imgur.com/l4GpGso.jpg)

On topic: Gunslinger's SP cost should be lowered a bit. My reasoning is because it's attack power is comparable to Rain of Swords, as is its SP cost, but unlike Rain of Swords, which is guaranteed to hit all enemies, Gunslinger's range is comparable to Alpha Storm, making it less appealing. Admittedly, this is a minor issue, but as it is, Gunslinger just seems like an inferior version of Rain of Swords.

(although, now that I think about it, I don't remember if I switched to the same color when comparing the damages)
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 14, 2016, 01:46:11 am
Spoiler:
Best technology is best. Wait until you see how much the Delphinus is pimped through the game.

Quote
About Gunslinger.

Yeah, that's why Rain of Swords has a multiplier of 2.4, while Gunslinger has a multiplier of 2.6.

If you want, make the comparison of damage and tell me what you think. I could lower the SP needed a point or two, but I thought the 20% more damage was enough.

Or maybe give it another 10% more damage.

Although we have to have in mind his last ability, so probably the cut on SP would be the most fair...
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 14, 2016, 04:53:19 pm
Actually, the more I think about it, the more I believe that I just forgot to switch to the same color when comparing the two attacks, as I remember them both dealing ~1200 damage (except when fighting Sinistra, where I made sure Gilder had purple equipped and it dealt ~1500 damage). My bad.  :-[
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 14, 2016, 05:54:32 pm
Don't worry!

Comapring Gunslinger and Rain of Swors is something I did too when i was creating this, so I get from where you were coming from with that question.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 16, 2016, 07:32:08 pm
I'm curious: is there a way you can change the icon order during ship battles? I ask because, when fighting the Auriga, there's a round with two Moon Stone Cannon icons, but even if I have enough SP to use the Moon Stone Cannon twice, the game won't let me, so I was hoping you could move the second Moon Stone Cannon icon to the following round. I wouldn't think this was that big a deal if it weren't for the fact that my other cannons normally only deal 500 damage to the ship (or zero for the Prototype Cannons; yeah, sometimes they deal full damage, but I couldn't figure out what determines that).

Also, Royal Blade seems to be ~200 points weaker than Cutlass Fury, despite having the same range and SP cost (I made sure to compare the attacks with the same color this time). Maybe this is just because Enrique joins the party a few levels behind, but I think the SP cost of Royal Blade should be lowered by a point.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 17, 2016, 03:30:49 am
About Ship Battles:

Saddly, I am unable to change how ship battle rounds work. In fact seems that other Skies of Arcadia hackers like Taikokuya (much, much more knowledgeable about this game than me and hacking in general) haven't found how to change them either...

...But, you're not entirelly "underpowered". As the game implies, The Auriga has a lot of physical defense.

This will go on a spoiler if you don't want anything more than that hint:

Spoiler:
Using magic cannonballs will hurt him badly, as his ship has very low magic defense and it's weak to Blue element. I wouldn't make him so resistant without a weakness of sorts, and he being the archetypical "tank" of the bad guys, I thought it was a good way to do it.

And as I said in the readme, enchanted cannon balls are really useful, as pretty much everything you fight on a ship has elemental weaknesses (although resistances too, just like monsters).

About Captain Airsickness:

Can you tell me how much Attack (Power+weapon power) do Vyse and Enrique have?

Looking at the code, they have the very same power:

Code: [Select]
43 75 74 6C 61 73 73 20 46 75 72 79 00 00 00 00 00 06 00 C8 02 00 03 00 01 07 00 00 00 23 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
52 6F 79 61 6C 20 42 6C 61 64 65 00 00 00 00 00 00 06 00 F0 02 00 25 04 01 07 00 00 00 23 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
                                                                                       ------

Those "23" are the multiplier (x3.5) so the only thing making that difference has to be the final Power the characters have, probably caused by those levels Enrique lacks.

That said, I could increase Enrique's Royal Blade to x3.6 or reduce it's SP cost, whichever is seen the best solution, but as far as super moves go, they're virtually the same.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 17, 2016, 12:43:42 pm
...But, you're not entirelly "underpowered". As the game implies, The Auriga has a lot of physical defense.
Oh, wow. I somehow managed to forget that I could use attack spells even though Quick is the only way to avoid his ramming attack and other ships used magic against me.  :-[

Can you tell me how much Attack (Power+weapon power) do Vyse and Enrique have?
290 for Vyse, 246 for Enrique. Also, Dream Cutlass is only 10 points stronger than the Rapier, and Enrique needs 1000 EXP less than Vyse to reach the next level. I'm currently at Yafutoma.


EDIT: Why are Riselem Crystals less expensive than Sacrilege Sacrulen Crystals? Shouldn't it be the other way around since Riselem Crystals will also revive the ally?
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 17, 2016, 05:44:47 pm
Quote
290 for Vyse, 246 for Enrique. Also, Dream Cutlass is only 10 points stronger than the Rapier, and Enrique needs 1000 EXP less than Vyse to reach the next level. I'm currently at Yafutoma.

... Hmm. It's the difference in Power then. Give him a few levels to see how it increases, and tell me how it goes.

I could increase Enrique's growth a bit to make it closer if it doesn't grow that much.

Quote
EDIT: Why are Riselem Crystals less expensive than Sacrilege Sacrulen Crystals? Shouldn't it be the other way around since Riselem Crystals will also revive the ally?

Well, my reasoning is this: You can only use Riselem crystals when someone is unconscious, but you can abuse Sacrulen crystals any time as long as the character is alive. Making them more expensive I try to make them less easy to abuse, at least for some time until you have gold to spare.

Maybe it's a flawed reason, but that was my honest thought. I also thought of making them only heal 5000 (and lowering the price if it was like that), but I never ended up making the change.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 23, 2016, 11:49:55 pm
I came across another difficulty spike today: Veltarn. I wouldn't mind its normal attack having a 99% chance to confuse if it weren't for the fact that Avalauncher takes 2000 damage from my max ~3500 HP party, but even that wouldn't be so bad if it didn't have a line range. However, even that wouldn't be so bad if it weren't for the fact that there are two Veltarns! Because of that, if they both decide to use Avalauncher, they can kill 2-3 of my 4 full HP party members in one turn, and there's nothing I can do about it (unlike Death Waltz, Avalauncher isn't conveyed), especially since they almost always attack before any of my party members have a chance to do anything.

Sure, I could equip purple resistance, but then they could use Death Laser and kill my party members instantly, so I'd need silver resistance to prevent Death Laser from killing me, but then I'd die from Avalauncher. It's a catch 22. I think weakening Avalauncher by ~300-400 points should be enough.

In fact, it might be a good idea to weaken mass attack spells for all fights that include multiple bosses at once; that seems to be a running problem with this patch.


P.S. I leveled up a bunch and finally got a better weapon for Enrique, but Royal Blade is still ~200 points weaker than Cutlass Fury.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 24, 2016, 09:46:35 am
https://www.dropbox.com/s/6ogjl3ybikqeg0u/Skies%20of%20Arcadia%20Legends%20Maeson%201%2C44%20Universal.rar?dl=0

Try this. I increased the Power growth of Enrique (When you level up, he will get a bigger boost, after that everything will go normal). I decreased the power of Avalauncher and a couple of other attacks from other monsters.

Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on November 24, 2016, 10:56:37 pm
Yeah, that fixes the issue with the boss. Go ahead and release it.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 25, 2016, 03:17:14 am
Glad to hear that. I already updated both the NTSC and PAL patches on the hack's page.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: galneon on November 27, 2016, 01:41:56 pm
I think I'm ready to get hooked on this to hide from all the Christmas-time stress around me. I've been wanting to find an excuse to replay SoA:L since the game first came out and it looks like the mod is far enough along to warrant it. I don't remember a whole lot about combat from the vanilla game (except lots of encounters and repetition, though I didn't mind) so I don't know if my feedback will be useful compared to those of you who have played the game more recently, but I do prefer hard games and if I think I have anything useful I'll comment on the difficulty arc.

Thanks for your work.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 27, 2016, 03:01:46 pm
Well, I hope you have fun then!

Quote
(except lots of encounters and repetition, though I didn't mind)

This hack more than just increasing the difficulty up a notch, it also has many other changes.

For example battles flow faster as spells and moves cost far less SP, so you don't waste turns getting SP as much as in the original game, and you can use your abilities more freely.

And for the encounters, you start with an accessory to reduce the chance for random battles (really useful while traveling) and you can get a better one later on.

You also have a stupidly long readme that could probably be it's own instruction booklet...
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: galneon on November 27, 2016, 04:17:27 pm
Cool, I certainly do remember wasting turns to "charge". The reduced encounter item should be useful for preventing over-leveling, especially when searching for the harder to find discoveries (or whatever they're called--it's been a long time :P). I tried not to read too much of the readme to avoid refreshing myself on plot elements and characters. The less I remember after all these years, the better. ;)
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 27, 2016, 04:29:21 pm
Yeah, exactly! Looking for discoveries could become a bit annoying with the encounter rate, but because you take some time to get a White Map (Although in the GC version you can have it much, much sooner than in the DC version) I wanted to have something since the beginning to help.

About the readme, fair enough, I would probably want to "experience" the game again myself too... But it's there just in case.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: galneon on November 29, 2016, 11:05:26 pm
I'm only in Valua and am really enjoying it but have a few early thoughts. Would you be interested in correcting unambiguous mistranslations? For example, Grouder should be Grouper and Basallish should be Basilisk. I don't think anyone would deny these were the creatures the Japanese developers were actually referring to, so you would hardly be taking creative license by correcting the localization team.

More importantly to your aims, perhaps: I was able to get Lambda Burst not long after Alpha Storm. Since Lambda Burst hits everyone and only costs 1 SP more, I'd really like to still have a reason to use Alpha Storm when I'm in a tactical situation where I can hit several enemies in a line. Unfortunately, that situation just doesn't come because Lambda Burst does more damage. I read the conversation concerning AS/LB vs Pyri so I understand you're trying to balance magic vs special attacks as much as special attacks vs other special attacks, but perhaps AS could be kept relevant by nerfing LB instead of buffing AS?

JRPG battles in general can be monotonous and one of the things that makes them fun for me is trying to end them as efficiently as possible. That would mean hitting a little harder with a perfectly lined up AS when possible rather than just using LB every single fight. I find the former a bit more satisfying.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 30, 2016, 03:22:10 am
I get your idea and it makes sense for the "harder" ability to use to be more powerful. The problem with that is that the very moment you would learn Pyres both skills would become obsolete (As Pyres would do more damage than both), and in general as you learn stronger Pyri spells Aika's fire abilities are less useful. Aika's fire abilities are a bit redundant because for the most part they're so similar to Pyri spells, so it's quite annoying.

Pyri power is 140, Alpha Storm is 220. Pyres power is 260,  Lambda Burst is 300. After this point magic gets the upper hand, with the last Pyri spell being the most powerful (As magic is harder to learn and uses both SP and MP).

If I only lower Lambda Burst to the point where Alpha Storm is stronger, both become outdated once Pyres is learnt. I could make Alpha Storm stronger and Lambda Burst weaker, and change the SP consumption even, but that would give you a quite strong attack too early for my taste (Even if I raised the SP cost to be less spammable) and could be abused ignoring magic and other super moves (Which is my biggest fear).

Maybe I could add something to Alpha Storm that made it useful, like a status effect or something? Or trying to make it a physical super move, but that would require some testing... Although it could be cool to give Aika some physical power, as she has decent Power.

With magic I had that in mind, that's why Pyri magic is the "weakest", while Electri and Wevli are stronger (As you have to work around their areas of effect) and Cristali is the strongest (As it only hits one target), but with the super moves things become a bit harder to manage.

I need to think a bit about before making big changes to end this annoying matter :-\.

About the names, I don't know if I'm able to do that. I'll try, although I personally don't find it very important if for some reason I can't.

Besides that (Sorry for the long response); I'm happy you're enjoying it!

Edit: -This Link has been removed because it's outdated, and introduced a small bug that has been already fixed-
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: galneon on November 30, 2016, 04:38:42 pm
I was going to test all afternoon and give you a more thoughtful reply, but felt it best that I alert you to an issue more quickly from my phone while I'm stuck for who-knows-how-long with a cat in my lap (I hate phone typing :P): Lambda Burst does no damage. It mostly misses, but when it hits, it gives enemies a red down arrow which I think denotes lowered attack? Again, no damage regardless of hit or miss. I'll edit this post in a bit when I see if AS works as expected with the elemental influence.

Again, I appreciate your work.  :)

Edit: Yep, AS works with moonstones. Very cool.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on November 30, 2016, 04:49:31 pm
Damn, it was working! I'll see what's up with it right now.

EDIT:

-This link has been removed because it's outdated-

I had to remove the confusion effect, for some reason once I changed the super move it started doing weird things (For one, giving it the confusion effect for some reason it was taken as the Weaken effect). Today I've learnt that super moves are kinda fickle and limited as far as modifying their effects go...

So now it's a Magical super move with a power of 230, Red Element, no extra effects. Sorry for the inconvenience...

Now that both should work fine (I tested Lambda Burst, please tell me after playing for a while if the power of both moves is good, or should I adjust them a bit more.

Alpha Storm seems to be pretty damn handy for the beginning, and it gives Aika the chance to do a multi-target attack of Purple element, a nice unique perk, even if as you advance magic spells will me much more powerful.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: galneon on November 30, 2016, 06:45:03 pm
Thanks, that works!

Has the Executioner been play-tested since you buffed him? I read he was weaker than the blob before... I beat the blob at level 10, then executioner one-hit max HP Aika and Vyse with a tackle. I grinded up to 12 and the same exact thing just happened. Tackle hit them each for over 1400. I'm going to have to grind to 13 to have a chance here which I don't think was your intention given the blob wasn't too much work at level 10. You don't have to tweak him if this is intended--this fight will require a ton of pure luck if not level 13+ I think.

Edit: Got him 4th try with only Aika dead at level 12. At 12 it's a guaranteed one hit kill for Aika and leaves Vyse with ~10 if lucky. If you decide to do anything, just weaken Tackle a tiny bit IMO.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 01, 2016, 04:39:48 am
Thanks for the feedback: I decreased Tackle power around 25%, which should be pretty powerful still, but not a 1-hit ko move anymore. When I was told that the Executioner was easy I probably "went a bit too far in a few places"...

I have prepared the RAR file with the most updated NTSC and PAL versions (Basically, the changes in Lambda and Alpha moves, their descriptions and the Executioner's Tackle), while the hack's page gets updated too, here is the link:

https://www.dropbox.com/s/7s85sy03x4m36le/SOAL%20Maeson%20mod%201-45.rar?dl=0

Now I'll remove the older links in this thread as they're outdated. Have fun!
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on December 02, 2016, 09:32:38 pm
I see quite a few things happened in my absence. Anything I'd need to update for?

Anyway, I think that some of the enemies in Soltis (e.g. the Garagor) have waaay too much health; like, boss amounts of HP. At first, I thought the intended solution was just to use Eternum (since it can insta-kill enemies), but then I came across a Guardian in a random encounter (that has to be an addition by you, right?), and they're immune to insta-kill. It's not that the fights are hard; it's just that it's kinda tedious when a yellow Pirate's Wrath only takes away, like, 1/20th of the Guardian's HP (~3300 damage).

By the way, while I was fighting Ramirez, my Wii just outright crashed when he used Drilnos for the upteenth time. It didn't crash all the other times he used Drilnos, I was using the Oct. 2016 build of Nintendon't, and I haven't done anything crazy like patch the NAND or IOS58, so I don't know what might have caused the crash. Do you have any idea? I had almost beaten his first Eliminator, too...
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 03, 2016, 05:13:35 am
About the HP, the idea was to make those big final guys last enough so they could be somewhat dangerous, but I can see your point. I'll reduce the HP. About the Guardian, no, I didn't add the Guardian as random encounter, that's from the original game. I could remove him (Or reduce the number of encounters where it appears).

About the crash, it's something I didn't experience in the four-five times I fought that boss fight. The game (original version too) crashed on me using Nintendont a couple of times (one in a cutscene), but I haven't had a single crash since I stopped shrinking the ISO. Although Nintendont can crash once in a blue moon for no apparent reason.

During the creation of this hack, the only fights that had any problem were the poison blob from Valua (I added bats at the beginning, but they crashed the game when trying to load the bats back to the battlefield after using spells/super moves for some reason) and that weird Turtle boss fight bug.

I have a savefile at that point, I'll battle him a few times to see if it crashes on me to see if I reproduce your problem.

EDIT: I've been replaying the boss fight for more than an hour and haven't experienced a single crash. I'll keep fighting some more, just in case.

Please, try again. If it happens to you again I'll change the boss fight (Removing the minions and buffing Ramirez).

EDIT: Almost two hours of stalling and repeating the fight, and nothing... Maybe you had bad luck with Nintendont?

That said, I think I have the need to fine tune a few things after playing it for so long in one sitting.
I'll wait to see if you have the game crashing again and depending on what you say I'll react.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on December 03, 2016, 03:33:31 pm
About the HP, the idea was to make those big final guys last enough so they could be somewhat dangerous, but I can see your point.
Maybe, after you lower their HP, you could increase their attack power or increase the number of enemies that appear with them?

Nintendont can crash once in a blue moon for no apparent reason.
Ah, okay. I wasn't sure what could have caused the crash, which is why I brought it up. I'll try again.


Oh, by the way:
Quote
EDIT: Why are Riselem Crystals less expensive than Sacrilege Sacrulen Crystals? Shouldn't it be the other way around since Riselem Crystals will also revive the ally?

You can only use Riselem crystals when someone is unconscious, but you can abuse Sacrulen crystals any time as long as the character is alive. Making them more expensive I try to make them less easy to abuse, at least for some time until you have gold to spare.

Maybe it's a flawed reason, but that was my honest thought. I also thought of making them only heal 5000 (and lowering the price if it was like that), but I never ended up making the change.
For what it's worth, I found myself using Riselm crystals waaaay more than I used Sacrulen crystals (like, 10x as much at least). Maybe your reasoning is still based on the original game's difficulty?
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 03, 2016, 04:14:48 pm
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Maybe, after you lower their HP, you could increase their attack power or increase the number of enemies that appear with them?

As of now I've lowered their HP :Garagor from 24.000 to 14.000, Guardian from 28.000 to 15.000, as I think I went way too far, as they were not that challenging, just long, so thanks to point that to me.

Also, Guardian is susceptible to instant death effect. I also want to say: the Guardian is actually a normal monster that happens to share the model of a boss. When I wrote the  prior post I didn't remember that.

I'll increase their power a tiny bit to compensate.

Quote
Ah, okay. I wasn't sure what could have caused the crash, which is why I brought it up. I'll try again.

And thank you for bringing it up. A crash is a biiiig problem and I wouldn't forgive myself of letting such flaw slip through, even If I fought that battle several times and I never got a warning from my friends either (unlike the Tortigar fight, which was a problem caused by Dolphin an could be corrected).

I turned on the Wii for another half an hour fooling around with that boss fight and again, nothing.

Try again and let's hope it was that rare occurrence. If not, as I said, I will change the boss fight. And if everything goes well, please, let me know if I should adjust anything (Like maybe reduce the HP of the Eliminators a bit).

About the Nintendont crashes, for example it happens to me once every x months. The last time was playing Wario World, I was in a level full of mirrors and, while trying to enter a trap-door (to go to a challenge) the game just froze. After resetting it worked fine for the rest of the playthrough.

It's discouraging when that happens (With any game, really), but oh well. It's still a fantastic homebrew for the Wii.

Quote
For what it's worth, I found myself using Riselm crystals waaaay more than I used Sacrulen crystals (like, 10x as much at least). Maybe your reasoning is still based on the original game's difficulty?

... You may be absolutely right, that's the price I set at the beginning, thinking on the original game, where Sacrulen crystals were ridiculously cheap (200 pieces of gold). And of course, things changed.

I'll consider changing the prices.

As always, thanks for your feedback. When you comment back with your experience I'll build the next version of the hack with everything up to date.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on December 03, 2016, 09:04:39 pm
I've beaten the game, and I didn't get another crash. It must have been Nintendon't after all. Anyway, I have two more things to point out:

1) When I defeated Ramirez's second Eliminator, the game muted the music as if I had won, but I still hadn't beaten Ramirez and ended up fighting him in silence (aside from the sound effects). I guess the game can't fully comprehend there being three bosses at once?

2) I think I figured out why the original Skies of Arcadia staff made Vyse and co. so powerful: Ramirez 2. Ramirez 1 has an attack called Silver Eclipse that hits all party members and deals about 2500 damage. On the other hand, the most powerful mass-attack Ramirez 2 has is Destruction, which takes a grand total of...only 800 damage each (I know it's not supposed to be a powerful attack, but that's my point: despite its low damage, it's still his strongest mass-attack!). However, Ramirez 2 has this other move called Lunar Nightmare that forces your own party members to use S-Moves against each other, but regarding mass-attacks, this still results in less damage than Destruction, with the most powerful being Lunar Winds at ~700 damage (though I saw that you changed Lambda Burst and Alpha Storm up a bit more, so maybe they would've done more than their 400/300 damage, respectively). I can only guess that, in the original game, I would've been like "whoa, 700 damage to all my party members?? That's nuts!" But now, I think I can safely say that Ramirez 2 is the easiest boss in the game (aside from Muraji, maybe); like, I had a harder time fighting Antonio 1 and Bleigock. Yeah, Ramirez 2 has Silver Binds which can deal ~4000 damage to one character, but this doesn't usually kill said character (unless it's Fina, because of course it kills her), allowing me to keep attacking while having one character use a Sacrulen Crystal (hey, I can finally use them!) to heal.

Plus, Ramirez 2 has a ton of HP and defense, and that combined with the lack of good mass-offense (or even lackeys, like many other bosses had) makes this fight more than a little tedious (he fits right in with the Garagors and Guardians). All of this makes me think that Lunar Nightmare was supposed to be this incredibly devastating move, but now it just highlights how weak the protagonists are.

P.S. Speaking of Soltis monsters with too much HP, did you check the stats of the Dracoslyth? I remember it also appears by itself (and even alongside Galcian), but I always used Eternum on it, so I don't know if it has the same problem as Garagor.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 04, 2016, 02:59:33 am
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I've beaten the game, and I didn't get another crash. It must have been Nintendon't after all.

I'm so glad to hear that... Oh man, I do. Thank you for letting me now!

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1) When I defeated Ramirez's second Eliminator, the game muted the music as if I had won, but I still hadn't beaten Ramirez and ended up fighting him in silence (aside from the sound effects). I guess the game can't fully comprehend there being three bosses at once?

Sometimes it happens, sometimes don't. I guess it's exactly your idea, the game has already seen two bosses fall, and just mutes itself because it's what is programmed to do.

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Long paragrapth

I put this into spoilers because it's quite long:

Spoiler:
In the original game, Ramirez's last fight was also one of the easiest bosses in the game (And one of the easiest final bosses I've fought). He's not much of a challenge at all, unless you fed your characters tons of Power/Will seeds and only those seeds, so when he controls one of your characters you get obliterated, and he lasted very little time.

The only real bad thing he could do if you didn't abuse the stat-up items is overuse Drachma's Hand of fate and Gilder's The Claudia, and even then just the first one guarantees a KO.

Guys like Vigoro where much, much more dangerous than Ramirez 2. In fact I had to reduce Vigoro's original damage a bit because he was a crazy powerhouse compared to everything else, lol. ANY optional boss fight is several times more challenging than him.

I guess the idea of the developers was "He has been kicked in the ass twice, he's weak at this point and just desperate", which I could understand (The ship battle feels like the last fight for me), even if it felt a bit anticlimatic for J-RPG standards "This isn't even my final foooorm!".

Now onto my hack: This fight is a bitch to change. His skills have hardcoded damage, which means that doesn't matter how much you increase their multiplier, they will ignore it. And when he controls your characters he does more damage than in the original game but it's still not that dangerous for the most part.

Curiously enough, Ramirez 2 and Galcian (The two most powerful villains in this game) have this issue, Galcian with Neglora, and Ramirez 2 with everything. I don't know why the developers changed it just for that bossfight, but there's little I can do besides buff his stats, and even that doesn't do much as increasing Power does little to nothing to improve those attacks' damage.

That's why I added Eliminators to de previous fight, to make at least one of them tricky and challenging.

And unlike other bosses, I really can't put an enemy here that could fit. I wanted, but, the only enemies I can put in a boss fights are other bosses or enemies that appear in fixed fights, and I already put Eliminators before (Because in Soltis they made more sense, but here they don't). And putting any monster would make Ramirez 2 look even more like a weakling (Oh hey, that robot does 2xxx damage to me, but this super guy can't even reach 1000!").

It's the only fight where I feel kinda disappointed, as I can't do much to change it.

I will lower his HP and Defense, as even if he lasts he's not going to do much, so it would be better to off him quicker, as Ramirez is pretty much over once you defeat the last Gigas anyways.


Quote
P.S. Speaking of Soltis monsters with too much HP, did you check the stats of the Dracoslyth? I remember it also appears by itself (and even alongside Galcian), but I always used Eternum on it, so I don't know if it has the same problem as Garagor.

The thing with Dracoslyth, is that he is a scrapped boss. It was going to have an important fight, and at some point the developers decided to cut it. My idea was to give him a bit of that "boss" status by giving it good stats and being on Galcian's fight (After all, if he can be put on boss fights it's because he was added to the bossses' files at some point).

The others I will change, but with Dracoslyth it was more of a wink to that trivia. And as you said, you can off him with Eternum, (I personally fought him normally during the Galcian fight just for the sake of it).

Thank you so much for your feedback and your patience. I'll go to make the changes we've talked about now.

EDIT:

Here it is, 1.46 (Both NTSC and PAL):
https://www.dropbox.com/s/s0vg3awf6tq3vzw/SOAL%20Maeson%20mod%201-46.rar?dl=0

Changes:

Spoiler:
Riselem Crystals had their price increased up to 2000.

Garagor and Guardian have less ridiculous amounts of HP (10.000 points less), Guardian is vulnerable to Instant death like other monsters (Although it has a lower chance, but for Eternum should oppose no problems).

Eliminator had their HP reduced from 30.000 to 25.000, Ramirez from 40.000 to 35.000.
Final Ramirez had it's HP reduced from 50.000 to 28.000, it's defenses were dropped a bit.

I added elemental resistance accessories to some overworld enemies so some can be obtained sooner, or for example, if you couldn't get Ivy Bands before exiting Valua, you would have to wait until the Lands of Ice. This is no longer the case.

Their chances of being dropped also increased.
 
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on December 04, 2016, 01:19:19 pm
I guess the idea of the developers was "He has been kicked in the ass twice, he's weak at this point and just desperate"
Funny; I would've assumed the opposite since he's fused with Zelos at that point (and Zelos has been built up as being super special awesome). Is it possible to give Ramirez 2 Pyrulen or something? Maybe give his normal attack a % chance to cause green swirly instead of down arrow? (especially since he already uses the mass-down-arrow spell)
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 04, 2016, 03:00:10 pm
Quote
Funny; I would've assumed the opposite since he's fused with Zelos at that point (and Zelos has been built up as being super special awesome)

Just trying to make sense of the developers making the final boss so easy... I mean, you defeat them while being as big as a city, and in the next fight they're not much bigger than you, and doing way less damage than Ramirez alone. I really can't see another reason if it was intended to be like this.

Trying to change his abilities for others made the game freeze, I tried it before (My first idea was to give him the abilities he used in the battle before, but when that didn't work i tried magic, which also was futile, it also doeesn't help that there's pretty much no information anywhere). I had to go through several sceens +2 boss fights to test each time just to see the game freeze when he was going to do something, which was quite annoying too.

I even thought about changing Drilnos entirely for the enemies (as they have their own spell tables) and making it a damaging spell just for this reason alone (And then giving Ramirez 2 high Will). Or even turning Eternum into a "hit all" spell with high silver damage, problem is I don't know if the animation would make the game freeze, but that would affect other enemies and bosses, too, which would make balancing it a headache (Although I could try it at least, if Eternum is limited enough, I need to check how many enemies have such spell).

Heck, I gave the bastard 999 Power to see if it changed anything with his skills and... No, not really (it has 800 Attack as of now).

Edit: As I expected, the Eternum thing didin't work... It just harms one character, and then the game stops. Drilnos is used by too many enemies to change it.

I'm sorry. I will leave him like that for now.

Edit 2:

YEEEEEESSSSS!  At last I found how to increase Destruction's damage, oh god, I've never been happier to see 9999 damage. Now I can make it a strong move so he can use it his two fights, and finally giving Ramirez 2 something strong. Jesus, my head hurts. I need to sleep.

Edit 3:

I've been messing with this a bit more.

Destruction now is quite more powerful (Originally it was slightly weaker than a normal attack), Ramirez will use it in both on foot parts of the final confrontation, with Ramirez 2 doing more damage with it. It still retains it's special effect of removing all the beneficial effects of your characters.

Now between the last part of the final boss will be more challenging than before. I also increased his HP from 27.000 to 30.000, not that big of an increase, but after the two previous phases I think it's enough, and much less boring than the 50.000 it had in previous versions.

That's all for now. The hack will be updated in it's RHDN page.

Now I'll go to sleep. Thank god tomorrow is holiday where I live.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on December 06, 2016, 11:21:49 am
Whoa, congrats on finally figuring out how to modify Ramirez 2's attacks! I know the feeling when you just can't figure out how to get something to work, then suddenly it hits you and you get it working as intended (though I imagine it'd be more cathartic for you since you had to go through two bosses to test each time). I'll see if I can make more time to play this again, especially since there are still a few bounties I haven't defeated yet (the one between Vize and Lapen is still labeled as "????????").
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 06, 2016, 11:56:46 am
Thank you! I'm quite happy.

During tests, Ramirez 2 would do around 2500/3000 with Destruction with his 800 Attack (depending on your gear/level and if you had Silver damage reduction), which is quite decent damage as he has only 1 action for each round, and you have four (one of the reasons why bosses in the original game were easy and I wanted to add minions or another boss). Ramirez 1 would do less with it, but it still hurts and he has help and other attacks too.

About that bounty (I'll put it in spoilers just in case you want to discover it yourself):

Spoiler:
You're missing the Ixa'ness Demons. You need to find a discovery, the Ixa'Ness village before they appear on the overworld.

The discovery is on an island southwest of Horteka, the island itself is covered with forests, and the village is in one of the few spots without them.

After that you should go to the black merchant to see if the bounty appears on the list. And after that you should enter Horteka (the city) and go talk to TikaTika (The guy looking outside the city, the one who imitates a bird), which will join your crew (great member!), and will also trigger the Ixa'Ness Demons to appear near the discovery.

Good Luck!

EDIT: Okay, I'm quite ashamed to say this, but I done goof with the last patches.

I need to redo them, because the exact bytes that make Destruction do the new damage didn't save in the build I used to create them. I was testing a patched iso just in case I and I just catched this issue.

If for some reason someone wants the explanation is this:

Spoiler:
Destruction has data more than once in the game's code. One of it works like any normal skill, but the other one (the one that Ramirez 2 uses) has some of its data emptied, which made any attempt to improve its damage to be ignored completely. But changing some bytes (pretty much "finishing" how it should be) I found out that it could read the damage you wanted it to do.

When I made the patch, I most probably fucked up somewhere, because those bytes weren't overwrited.

I'm fixing it. I'm very sorry for this oversight. The prior patches didn't do anything harmful at all, just not fixing Destruction.

I'll get to the Pal version as soon as I can.

EDIT 2:

Okay, "crisis averted". The correct patches have been put into the RAR, and the hack's page is being updated.

Sorry for the inconvenience.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Vashzaron on December 06, 2016, 06:45:28 pm
I didn't see it noted as a bug so not sure if it's known or not already but that 60hz patch for the PAL version causes huge audio desync in cutscenes or stuff like special moves.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 06, 2016, 07:15:50 pm
Sadly, yes, the sound doesn't match the speed increase (from 25 frames to 30) and it causes said issue as the sound seems to work dfferently than in other games, and does not happen with other 60hz patches (or codes if you are using Ralph-GCforever cheats).

I was asked to do it and decided to share it, but I'm personally not that happy with it.

Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Vashzaron on December 07, 2016, 01:17:14 am
Ah too bad, was hoping it was unknown for a chance there was potentially a fix for it. Personally I would rather play at 25FPS than deal with that.
Spoiler:
Well with Dolphin either that or a Widescreen hack for NTSC-U that doesn't stretch the HUD, one already exists for PAL but not NTSC.  :crazy:

Anyway thanks for making this hack man. As a Skies of Arcadia fan, liking it so far and what I've read of the changes in the read me and this thread.  :thumbsup:
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 07, 2016, 02:11:18 am
Yeah. I think I would rather play at 25 frames too (Well, I rather play the NTSC-US version but whatever), but as I said I got asked to do it, so I thought maybe more people would like to have it, and I added it.

With other 60hz hacks I made, this doesn't happen (For example the Mario Parties, or Wario World work like they should). I don't know why exactly this one does this, but it's sad.

Quote
Anyway thanks for making this hack man. As a Skies of Arcadia fan, liking it so far and what I've read of the changes in the read me and this thread.  :thumbsup:

I hope you enjoy it!

EDIT: Version 1.47b is being uploaded to the hack's page!

This small revision is mostly for the PAL version, as I went and looked at the list of enemy abilities and compared it to the NTSC version. There were a couple of moves that didn't had their power updated to the most recent NTSC version, so I corrected them. I'm probably getting close to a Final version, if nothing else pops up.

Until the RAR gets updated, here's my Dropbox Link:
https://www.dropbox.com/s/y4wx2qzsbjyt2o3/SOAL%20Maeson%20mod%201-47b.rar?dl=0

Also, I just saw the review of my hack made by evittalex.
I don't know if you will read this, but let me say: Thank you for such nice words, I don't know if I really deserve that praise, but surely, you made my day!
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Vashzaron on December 15, 2016, 05:07:00 pm
Been playing up to Ixa'Taka now and yeah got to say really like what you have done here, I especially liked the close call for me that was the Executioner (https://www.youtube.com/watch?v=B5hjRjM4Tlg)

Spoiler:
Then my first Game Over was due to Eterni spam by a bunch of monsters   :laugh:

Tiny question, is some weapon effects not listed in desc in game on purpose or because you forgot? For example Cupil Blade didn't list sleep ingame.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on December 15, 2016, 10:47:03 pm
I'll see if I can make more time to play this again
Nine days later...

I have another question: does Lord Bane not scale with the rest of the bounties? I ask because that was one of the easiest battles in the game (up there with pre-1.47 Ramirez 2 and Muraji). Seriously: the Ixa'ness Demons have Chak Mol, which does ~3500 damage to all and has a high chance of causing fatigue; Daikokuya has Golden Flurry, which does ~3800 damage to all and has a high chance of causing confusion; Lord Bane has Explosive Powder, which does ~2000 damage and has a high chance of causing the player laugh at how weak he is (especially after the build up in his Wanted List profile). He didn't even use the move that much; I think it was, like, once or twice in the entire battle.

At first, I didn't think that was it; I thought there was going to be another battle against him that was more difficult (especially since Vyse says that he ran away), but I checked the Sailor's Guild, and I got my bounty; I checked a walk-through, and that was the last time he was mentioned.

In fact, I intentionally didn't save after I beat him because I just know that you're going to go back and make the boss harder, right? Right??

If you can't change his stats that much, maybe you could at least start him off with some more Zivilyn Banes? Then again, a single Cutlass Fury can all but wipe out a Zivilyn Bane (~3500 damage). Maybe you could add another Lord Bane and change the bounty to say "Lord Banes"?


P.S. Is it possible for you to make Ramirez 2 scale in difficulty like the Wanted List bounties? If so, that could help keep him challenging even in comparison to the bounties.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on December 16, 2016, 03:52:21 am
And I thought I could rest from hacking a bit!

Well, for parts:

The way the game makes these optional bosses scale is by checking the level of Vyse (of your party), and then grabs one of the different versions of the boss to fight with, the higher the level the bigger the increase in his/her/their stats.

That means if one Optional boss has a "Lvl 40" version and a "Lvl44" version, and you're, let's say, Level 42, you get to fight the Lvl44 version, and such. They're their own entry in the enemy data, and because of that they take many many slots.

Quote
In fact, I intentionally didn't save after I beat him because I just know that you're going to go back and make the boss harder, right? Right??

Well, if you ask it like that, I could consider it...

I took a quick look at the enemy data and yes, it seems that Lord Bane can't hold his badass title compared to the stats of the other bounties. I need to do some personal things right now, but I'll get to it once I come back home.

I'll increase his offense, maybe a bit more HP, take a look at his abilities, and make the Zivilyn banes he summons a bit more powerful too.

About Ramirez 2, sadly I can't, for several reasons:

The game is not programmed to check the level of the group before a boss fight.
Yo would need to create new data for the several versions of Ramirez 2, which is pretty much not possible as far as I know (If you put bigger files than the ones it expects, the game crashes, also happens with textures for example).
The game has up to 255 slots for enemies it seems (FF), and the game has already 254. The optional bosses take almost a hundred slots for themselves.

I don't know if it could be done somehow, but I freely admit that it's way beyond my abilities (which rank just above "Monkey slapping at a keyboard"). And besides, He already does ~3000 damage to the party if he feels like (I'm still happy for having found how to do it,  :D).

Been playing up to Ixa'Taka now and yeah got to say really like what you have done here, I especially liked the close call for me that was the Executioner (https://www.youtube.com/watch?v=B5hjRjM4Tlg)

Spoiler:
Then my first Game Over was due to Eterni spam by a bunch of monsters   :laugh:

Tiny question, is some weapon effects not listed in desc in game on purpose or because you forgot? For example Cupil Blade didn't list sleep ingame.

I never expected one of my things would end up being streamed. Now I'm nervous.

About the description, are you playing the NTSC or PAL version? I'll check that too, the descriptions are not very organized in the game's code so probably I skipped it or something stupid like that.

Thank you for having fun!

EDIT:

Okay, 1.48 Here:

https://www.dropbox.com/s/owaazoviivh601j/SOAL%20Maeson%20mod%201-48.rar?dl=0

Changes:
Lord Bane received improvements to his stats. Now he should hit quite a bit harder, and also got his HP increased (but not by much). His Zivilyn henchmen had their Power increased slightly too.

The Cupil Blade transformation had it's description corrected, now it says that inflicts Sleep on the enemy.

Thank you both for the feedback! I'll update the hack page.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Imaynotbehere4long on January 08, 2017, 09:13:13 pm
All right, I defeated all the bounties, got all the crew members, had a slight detour when I realized that Piastol existed (so glad I didn't need all the moonfish for that), and beat the game again. Now that I'm done with the game, I have a couple more things to ask:

1) What's the new %-chance Ramirez 2 will use Destruction? He only used it once during the entire battle. Also, can Ramirez 1 use Destruction at all anymore? Just curious.

2) Is it possible to make it so that the Polly Specials, Urala's Lunches, and Ilchymixes do different things? I know there isn't a wide variety of things items can do, but there isn't a reason to switch Polly and Urala on the island (unless the player runs out of that one type of fish), and both are practically made obsolete when Ilchymis comes along since he gives the player ten Ilchymixes at once. Maybe make it so that one restores all HP, but not MP, another restores all MP, but not HP, and the last one restores all HP and MP, but only to one party member or something.

Again, great job with the patch.


P.S. If you haven't done this already, I recommend going through a full run of the game with the latest patch. I'm sure a bunch of little things have changed since you last played a full game, and it would be wise to try to see how it all comes together (especially the new Alpha Storm and new Lambda Burst).

EDIT: Is it possible to change what crew members can do? I ask because Merida is kinda useless.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Maeson on January 09, 2017, 07:29:26 am
Both Ramirez fights can use Destruction, and the chances of him using it are random like other enemies, but he's more inclined to use Destruction if you use buffing abilities of any kind (Power up, Speed up, Regeneration, etc).

I tried fighting Ramirez 2 several times (Which is kinda boring going through all of it time after time) and sometimes he used it once, sometimes he used it more consistenly. In fact one time he kicked my ass using it three times in a row, which NEVER happened to me in years upon years of playing this game.

About the items, it was one of the things I couldn't find a balance I wanted. Your idea is similar of what I wanted at first, which was to nerf the Ilchymixes (as they're the easier ones to obtain), but I never ended up doing it. I think to make Ilchymixes healing only HP or MP, and leaving both Urala and Polly's specials being the same as they take more effort. But first I need to see if those changes would work as intended, as sometimes you could get unwanted results.

Again, great job with the patch.

Thank you!

P.S. If you haven't done this already, I recommend going through a full run of the game with the latest patch. I'm sure a bunch of little things have changed since you last played a full game, and it would be wise to try to see how it all comes together (especially the new Alpha Storm and new Lambda Burst).

EDIT: Is it possible to change what crew members can do? I ask because Merida is kinda useless.

Oh yeah, I've been thinking about giving it a complete go in it's actual state.

But I need some time for it though, and I'm rather short of it lately. Not only real life matters, but also I'm about to finish two other things I've been messing with that have being eating most of my free time, and I'm quite anxious to finish and rest from Rom Hacking for a while (I love it but it takes too much time, worst part being test-playing everything). I want to release those and go hide under a rock and forget about everything for some time, if that makes any sense. I haven't touched a game that wasn't hacking/play-testing for months.

But definitely it's on my mind and once I get to it, probably make a final version ironing out any little thing that I see (Although of course that's if I see something to be improved).

The thing with Merida is that it is a mechanic that ended being unused. At one point in development you could buy and sell ships (Which, in all honesty, could have been really, really cool to me) but we ended with two story-driven ships, so the value of the ship is, as you said, kinda useless. I thought she was needed for a Swashbuckler Rating but it seems I was making that up in my mind...

I don't know if the game will like changing Merida's effect, I never tried. Maybe give her the same ability that Pow has, and let the player have the character they like the most would be the best option, as giving her one effect from the other characters slots would break the choice-making idea of the crew member system. I'll have to look.

But again, I need to test it first, because I don't know how the game would respond.

And, as always, thanks for your feedback. By the way, Happy new year!


EDIT: Okay, here we go:
https://www.dropbox.com/s/miis0yn7yx735zr/SOAL%20Maeson%20mod%201-49.rar?dl=0

Changes:

Ilchymix now recovers all the MP from the party, and only MP. You can only use it outside of battle like before. This way the dishes made by Polly and Urala will be more useful, and no longer made pointless by Ilchymixes.

Merida now gives a passive bonus of 15 to the Quick to the ship, instead of increasing the value which did nothing. She now has something worth to offer.

Descriptions for both things were also updated too. The hack's page is being updated.

Edit 2: I updated the hack again, because of a small oversight. You can download it again by using the same Dropbox link, or wait for the hack's page to be updated to 1.49a.
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Taikocuya on January 26, 2017, 05:52:21 pm
Hello revered Maeson, ;)

I'm the guy who programmed the Skies of Arcadia Legends Examiner (https://github.com/Taikocuya/ALX) and I'm having to say: I'm very impressed with your excellent work and good to know that someone is using my ALX hacking tools. :)

However, I have one question: Did you know, that I updated the ALX tools to 2.3.0 (https://sourceforge.net/projects/aex/) about a year ago? I implemented many new features, which can enormously helpful and time-saving for you:Best regards,

Taikocuya
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: Auriga on May 27, 2017, 09:25:55 pm
Maeson the Legend

Just Wanted to say a massive thanks for making this mod played through it during the version which had the turtle boss fight which would crash the game. Then you immediately fixed it. The hack itself was amazing it really added substance to some of the more underwhelming fights and made the experience way better. Just want to point out one thing which happened which others don't seem to have mentioned, when I used a healing salve 2/2 times, 2nd time to make sure, it did not apply the heal and instead fully restored my SP(Slightly Game-breaking). I realise since my run you have patched it many many times and it may be fixed by now but just felt something this perfect needs to be kept perfect. Once again I and I am sure many others thank you for the hard work you have done.  :beer:

Best Regards David (Eire)  :thumbsup:
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: thunderstorm910 on November 16, 2017, 09:21:07 am
Hello revered Maeson, ;)

I'm the guy who programmed the Skies of Arcadia Legends Examiner (https://github.com/Taikocuya/ALX) and I'm having to say: I'm very impressed with your excellent work and good to know that someone is using my ALX hacking tools. :)

However, I have one question: Did you know, that I updated the ALX tools to 2.3.0 (https://sourceforge.net/projects/aex/) about a year ago? I implemented many new features, which can enormously helpful and time-saving for you:
  • Support of NTSC-J, NTSC-U and PAL-E
  • Character skills (Super Moves and Magics)
  • Character stats (EXP curves, Magic EXP curves and parameters)
  • Crew members
  • Enemy ship stats
  • Enemy skills (Super Moves and Magics)
  • Enemy stats (action patterns, encounters, events and parameters)
  • Items (accessories, armors, ship cannons, ship accessories, ship items, special items, usable items and weapons)
  • Playable ship stats
Best regards,

Taikocuya

The legend emerges..
Title: Re: ROM Hacks: Skies of Arcadia: Legends Maeson Released
Post by: nl255 on January 13, 2018, 10:52:35 pm
Well having gotten around to replaying Skies of Arcadia again and using the latest version of your patch I see it has been improved quite a bit compared to when I last played it with patch 1.2.  The first boss is definitely easier/more balanced and feels less like a luck based mission than before.  I also noticed the drop rate for silvite rings seems to be higher making it fairly easy to get 4 of them before even entering Maramba as while they are no longer quite as necessary as they were in vanilla the standard Delta Shield/Justice Shield combo is more expensive so it is a good idea to get at least 4 early on.  Of course, getting Sacrum as early as possible (ideally before you go to Valua the first time, or at least before you fight the boss in the sewers) is still highly recommended and is easy to do.

Note that in this playthrough I haven't reached the final boss(es) yet or fought the bonus bounty (one of the three secrets) but I have done everything except that.