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Messages - Rabite890

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Personal Projects / Re: Final Fantasy 1 DoS: Remix
« on: July 28, 2018, 02:33:48 pm »
Yeah, I can't say I blame you on Dia. I'd like it to be more useful, but I also understand the idea of making it limited in scope so it can be more damaging. One of those problems with trying to figure out balance.

Do you have a basic outline of what types of weapons tend to act in what way? Like Hammers hit fewer times but are more accurate, swords are generic, axes can hit more frequently for crits, etc. Having that kind of information in the readme could help ease people in before you actually get to the process of writing the equipment guide.

I need to get to Melmond to see how you dealt with the Iron Armor. That's always been a questionable piece of armor. It raises your defense a lot, but lowers your evade right before a lot of enemies start to do nasty things on hit. Fucking Cockatrices. Speaking of enemies with nasty abilities, Goblin Guards (or whatever the blue ones are called) are nasty in large groups. Works well. Makes prioritizing them a lot more urgent.

July 30, 2018, 03:38:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Suggestion: Use some of the Soul of Chaos (or whatever they call them) dungeons as sub dungeons inside the elemental dungeons. For example: Take two floors from the Earth dungeon and put them inside the Earth Cave as a side passage with a sign. That way you can use some of the dungeons and their enemies, maybe even put a treasure chest at the bottom instead of randomizing them. Those dungeons were too damn long anyway.

Personal Projects / Re: Final Fantasy 1 DoS: Remix
« on: July 28, 2018, 12:28:34 am »
Garland sounds like he should be a lot more reasonable. I think I was really expecting the first boss to not resist the only single target attack spell you have at that point, but that shouldn't matter too much since they were doing about the same amount of damage before.

Any chance of making Dia hit "evil" characters? Could help make the WM useful against Garland for more than Protect and Cure. Also it would help make Dia a more useful family of spells.

So THAT'S what the 48 means. I meant to ask about that and kept forgetting. Might want to make that a bit more obvious. I know it's a lot of typing, but having a similar file for weapons and armor would REALLY help.

Are the weapons/armors from the bonus dungeons just left out right now, or have you reworked that stuff to be in the game?

EDIT: I just read the original post again, and noticed the bit about the previous question.

Personal Projects / Re: Final Fantasy 1 DoS: Remix
« on: July 27, 2018, 08:28:32 pm »
I've been casting Protect with my WM 3 times to make sure I don't take any deaths, otherwise his physicals are way too strong. Which is good from a plot perspective, but kind of sucks when you have such limited armor options at that point. And please do nerf Garland's spell list. I think the worst part is when he gets to Fira. Sleep was OK, Cura was... annoying but fine, Fire was threatening without being obscene. Saber might have been a bit too much as well. He's already doing obscene damage to anybody he hits. His spell list and base damage put him strong enough to be a mid-game boss that's moderately challenging depending on armor.

I fully support removing FF2 from the ROM (except the weapons and spells, in case you figure out how to use them eventually) in order to use the memory for a quicksave. Unless you're going to work on FF2 also, I don't see a need to have a vanilla version along side your hack. And if you ARE going to do FF2, you can just remove FF1 from that ROM.

I was using Venom every once in a while and it didn't feel like it was hitting that much harder than Fire. I know that the spells will do more damage with INT going up, but it didn't feel like it was as big of a boost as it should have been comparatively. I didn't check to see if Garland resists Poison element, but I wouldn't be surprised if he does. If he does though, it kind of feels like a waste of a spell slot that early on.

The part about not changing equipment in battle kind of sucked when I forgot to equip my weapons for the first fight. Thankfully the staff is moderately powerful for that early on, but still scary.

Personal Projects / Re: Final Fantasy 1 DoS: Remix
« on: July 27, 2018, 12:36:21 pm »
The boxes displaying stat changes on equipment when equipping it is VERY useful. Was surprised to see evasion get impacted by weapons.

I noticed you've got your own EXP table done up. I mapped the whole table out for the NES, PSOne easy mode, and GBA versions. It wasn't too bad in PSOne easy mode, but it got ridiculous in the GBA version, especially since you can't pick a harder difficulty. So far what you've got going seems like a decent balance.

Making Fire/Thunder hit all helps a lot with larger groups, so thanks for that. Still not very far but I can see that helping a lot. I'm kind of surprised to see magic do damage ranges like the pre-GBA versions, but magic was pretty powerful before. So that's not really a bad thing. Was kind of surprised to see more than 4 spells per level though. Looking forward to what the spell casting weapons/armor will do.

Does Dia hit "evil" enemies like in MoB? I'm guessing not, but I'll test it in a bit.

I'm really liking what I read of the spell changes. Death doing damage if it doesn't hit makes Astos a nasty customer either way. Good job. Thank you for splitting up Cure and Heal spells. That was always a bad idea from a balance perspective in my opinion.

Found a typo in your spell sheet: Thunder says it does fire damage.

Not sure how much I like the not saving in dungeons. I can understand disabling it completely, it makes the game even easier. On the other hand, it's by it's very nature a portable game. Anybody who is playing it on a computer or via other means of emulation can save state. If playing on real hardware though, you've got times where you just want to advance the dungeon a bit but don't have a lot of time. I don't know how to balance those two.

Garland has a REALLY nasty spell list.

I kind of think that the first couple level 2 spell charges show up too early. I'm taking on Garland at level 4 (could beat him at level 3, but wanted to do level 4) and don't have access to any level 2 spells yet. Maybe give the first charge to the black/white mages at level 4 and give them two new charges at levels 2 and 3 instead of just one?

I might start over though. I've got Warrior/Red/White/Black. And I think I want to try Warrior/Monk/White/Black. Or maybe skip the Warrior and use a Thief. I dunno. I did like the name being changed to Rogue in MoB better. Think it fits the class progression better. Ended up changing to W/M/WM/BM. Shortly after that I discovered that you can't equip weapons in combat. That was an unpleasant surprise.

The change to how the game decides the order characters go in feels a lot more like it should.

Personal Projects / Re: Final Fantasy 1 DoS: Remix
« on: July 26, 2018, 07:58:29 pm »
Ah, so this hack has been in the works a long time then. I actually did a bit of testing and idea bouncing with him on MoB while he was still working on it, but I haven't heard from him in ages. I'm actually in the credits :D

I kind of like that in the last version of the patch he separated accuracy from number of hits. That last version really made things a lot more interesting. Years ago I saw someone use the spell animation from FF2 in FF1, but I'll be damned if I can remember who did it or where the video was. I saw your name and tried to remember where I knew it from, then I found that you did the conversion patch from MP to spell charges.

Is it possible to remove those NPCs that force the cut scenes? One specific example I can think of off hand is when you enter Coneria and the guards block all the entrances so you have to talk to them and trigger the conversation with the king. That cut scene always irritated the hell out of me. I don't recall any others like it, but that one really screwed things up.

EDIT: Do you want feedback in this topic or in PM?

EDIT the second: Since I'm new still, moderators have to approve every single message I do. So my first set of feedback is being held back by that.

Personal Projects / Re: Final Fantasy 1 DoS: Remix
« on: July 26, 2018, 04:48:52 am »
Nifty. One of my favorite games on GBA with the bonus of finally making it a bit harder. Do you have any influence from Ludmeister's work on FF1 (Mod of Balance)? He had a crapload of info on the code of the game, it might be useful to you if you need it. I hated how easy Squeenix made the GBA version (and all subsequent versions based on it). The EXP table changes were atrocious. I actually looked in the ROM years ago and found the whole table... holy crap they made it easy. Had to get to the bonus bosses to get any sort of challenge.

I'll give it a shot and see how it works out now. Thanks for the time you put into this.

Personal Projects / Re: Dragon Warrior Monsters 2 Ultimate
« on: July 26, 2018, 04:43:21 am »
Nifty. Looking forward to seeing what's new. I've beaten the original several times back in the day. Consider this pressure you were looking for. If you do need another beta tester, I have an Everdrive and a GB Light. If not, good luck. We're all counting on you.

I don't have much experience with this kind of thing, but would it be possible to put the icon for damage type in the description of weapons/souls? Knowing that Siren does Curse damage might help people abuse weaknesses a bit better. (Not that the game is really hard enough to require abusing weaknesses that aren't Holy.) Konami did a pretty bad job of spreading out damage types among weapons and souls, so knowing that Mystletain does Holy damage isn't very well known apparently.

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