News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mr X

Pages: 1 2 3 4 5 6 [7] 8 9
121
Personal Projects / Re: Secret of Mana, Turbo - Beta 190920
« on: September 21, 2019, 01:23:15 am »
Vampire Lord (Buffy lol) does use dark force too if you are talking just about bosses. hmsong

From enemy mobs I've seen the dark knight use it as well, but I can't remember if the head enemy in mana fortress did it too.

Onto testing

September 21, 2019, 01:51:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also as a warning, the fire gigas boss became more difficult with the lavawave, since he multitargets that spell all your party members could get engulfed.

Personally wont mind it tho. But if you find that unfair maybe change it to single target, that can be an evil spell for that point in the game, or remove it as he already has a fire engulfing attack, real talk all he really needs is a strong fireball spell and the engulf attack, which would serve the same purpose and that being physical type can be blocked also.

But anyway, up to you to decide that, just my opinion on the matter.

September 21, 2019, 02:05:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Tried out Revifier, definitely heals any other enemy that isn't undead.

And tried it on the vampire lord boss, healed him, so it doesn't matter if the boss is undead, all of them will get healed I guess.

122
Personal Projects / Re: Secret of Mana, Turbo - Beta 190919
« on: September 20, 2019, 04:54:37 am »
The goblins from gaia they do drop gumdrop (candy) but it said confusion ring when the chest opened. It was still a gumdrop.

Happens with some other enemies too, it says ac sometimes

123
Personal Projects / Re: Secret of Mana, Turbo - Beta 190919
« on: September 20, 2019, 01:33:23 am »
Woo, update!  Several questions:



2. What's the difference between "Paralyze" (aka mired) and "Balloon", in terms of effects?  Mired seem to last shorter time (really short), but other than that, I'm not entirely sure.

.

When enemies get inflicted with paralyze they still can attack/cast spells apparently but cannot walk.

124
Personal Projects / Re: Secret of Mana, Turbo - Beta 190919
« on: September 19, 2019, 07:29:30 pm »
Dope update.

Does it mwean that if barrier and wall both are on, wall will prevent the dispel magic removing barrier until it's cast a second time?

125
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 19, 2019, 04:04:26 am »
The shadow saber had the reverse effect on the thunder gigas I forgot to point that out. I guess the Gigas boss series are of the undead type?

September 19, 2019, 04:41:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And in regards to Shadow Saber and Blaze nerf yeah I think I would nerf them. I drained the mp too fast of some bosses. I wonder if it's possible to break their mp cap past 99 could be another solution.

126
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 18, 2019, 02:54:36 am »
That is what mp absorb spell is for. You can do up to 999 damage, sure costs a lot of mp, use mp absorb then. Minimum a spell that can do that much damage on a boss should cost a lot, 9 mp minimum imo.

In original tho of course it's a dumb spell, alongside some luna spells too.

Still like the Evil Saber more over the Evil Gate, keeping the evil gate as an additional enemy/boss spell only.

127
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 18, 2019, 02:16:46 am »
Does anyone know what vanilla Evil Gate actually does?  I heard that it does 50% of current HP, but usually, it usually does ~33% damage.  At the same time, I've seen it kill enemies too (not in one shot, of course).  If it did 50% of current HP, then it should never kill anything, unless the enemy has 1 HP left.  I don't get how it exactly works.

September 18, 2019, 01:39:50 am - (Auto Merged - Double Posts are not allowed before 7 days.)
@Mr X

Yes, against that specific enemy, but I was thinking against most enemies.  Typically, you'd end up doing direct spell damage, rather than have them transform.  A lot faster, Esp since Popoi has so many spell options.

Yup evil gate does damage 50% of current hp, worked on anything but bosses. Of course it never killed any enemy outright unless they had 1 hp left.


I would still refrain from the transform spell always turning an enemy into a mimic box, nut hat that monster be included so that an enemy can be transformed into a mimic box too through some luck, and have them always drop a chest, reminds me of sd3. But how possible that is to implement in SoM I have no idea.

128
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 18, 2019, 01:09:46 am »
@zoolgremlin, @Mr X

Thank you.

Also, I bet Beast Zombies in the Mana Fortress (or Grand Palance) are annoying as hell.  You can't touch them, once they activate the Blaze Barrier (you'd lose almost half of your life).

As for Herbal Boost, I like it.  Moon Energy is just too powerful, so it makes sense that it's the last element you get in the game (it also prevents Early Luna from being too OP).  Having said that, I never liked Revive.  I would prefer if Revive (on Luna's side) was just gotten rid of, and instead be replaced with something else.  Something more useful.

September 17, 2019, 08:20:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Food-for-thought idea:

Make it so that Mimic enemy will ALWAYS drop a treasure chest.  Also, make it so Change Form spell has a possibility of transforming the enemy into Mimic (or only Mimic).  That way, people will have VERY strong incentive of using Change Form spells on enemies (in vanilla, changed-enemies drop the original form's treasure chest).

I don't even know if it's possible to make a certain enemy always drop a chest.

Nah the those Beast Wolves in the Mana fortress cast blaze wall on your party, they dont cast blaze barrier. Tho in the future I expect some enemy or boss be able to do that. Hell Phoenix for example only two spells: Blaze Wall and Blaze Barrier. Fits his name, you can't sinply harm him with physical attacka like that, without dispel.

Yeah the Herbal Boost patch is nice, but Iwont mind the revifier spell tho. All it needs is the fix so that the wall bosses will cast revifier instead of herbal boost with that patch.

In case you are low on money or want to save it for better equioment, mp absorb and revifier could help you mid game if you apply the early luna patch, which I do while oreventing the all powerful moon energy from getting too early. Then once you get Evil Saber even better then the girl will have a mean to restore mp too.

That sounds like a nice idea regarding the mimic box transformation. Tho even without that enemy, in case you really want to farm the weapon orbs in mana fortress, transform became still useful in that regard as to get the final sword orb the only mean to beat that hidden enemy is to use the transform spell.

But I wont mind either way.

129
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 17, 2019, 02:28:33 pm »
Blaze Barrier sure came in handy a lot during my playthrough so far, I abused it especially during some areas like the fire palace, ice continent, and pure land, due to the limited equipment it prevents me using the best equipment for all characters. Blaze Barrier all day.

 Sure you still take damage from the enemies but you immobilize them for some time while draining their hp.

And I used the Evil Saber a lot also so far. Used the saber the boss is weak against on the Hero -- main physical attacker, Evil Saber on the Girl - unless the boss was an undead type. Kinda felt badfor some of them, I drained their mp sometimes way too fast haha. More useful than I initially thought for sure.

I like it.

hmsong get well soon bro.

What's your take on the herbal boost patch?

130
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 17, 2019, 07:50:21 am »
Mr. X  Okay, so you are using Weapon_Progression.  I just checked the documentation for kethinov's patch, here's the new order of Bow Orbs that it puts into the game:


Hmmm... since the first Orb Chest for the Bow is the Fire Palace one, missing Boreal Face to get that Chest means you were one Orb short of what the game was expecting.  Did you happen to glitch your way to the Chest?  By going up the slope with charge attacks or the glove's straight punch, I mean...

Yup I went up the slope using the glove. I did that previously before too. Got the bow orb there then went for the ice country, I didnt get a second drop. Until now.

131
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 17, 2019, 06:44:21 am »
Mr. X  Okay, no worries.   :)

About the Bow Orbs, forgive me for asking but... are you sure that you didn't miss an earlier one?  Orb Chests are actually programmed to respawn if you have less than the maximum allowed, it depends on the value of an Event Control Flag that increments at various points of the game.  The last increment is applied by the cutscene at the end of Pure Land.  Even Vanilla had that feature.  Can't remember if I ever saw it happen, back when I played on real hardware, but the Internet soon put me straight about the matter.   :D

Since you mention the Fire Palace, I assume you're using kethinov's Weapon_Progression patch?  If you are, that not only puts more Orb Chests in the game world, it also redefines the value of that EC Flag.  That makes the extra Chests spawn if you did get all the previous ones available.  If he hadn't done that, the new Chest events would not have worked after patching the game.

Hope you have a good one.  Cheers!

I have 3/3 Bow Orbs, I still havent fought Boreal face. I just went ahead to pick that orb for lolz, before going to the ice country, I did that before too and it didnt happen, and I am using the level 9 weapon progession balance patch. Why didn't that happen previously but now it does happen? It may not necessary be a bug but still weird a bit.

September 17, 2019, 06:53:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Yup, that was just because I didnt face boreal face first, but still previously I got the orb before that even happened, there was no way you would miss it either way because you still need to get salamando to proceed further in the fire palace anyway.

Previously it didn't happen, that much I can confirm.

132
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 17, 2019, 06:06:47 am »
Another bug, you can get two bow orbs from the chest in the fire palace, chest doesn't disappear after getting the first orb, instead closes then you can open it again for another bow orb.

zoolgremlin I still need s lot of practice to use the hex editor so probably not for that yet.

133
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 17, 2019, 04:32:40 am »
Oh yeah, can confirm the Wall Bosses seem to be affected by the herbal boost patch, just fought one of them and it casted herbal boost on the dead eye!

134
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 16, 2019, 05:52:28 pm »
Would have been neat if multi quote existed in times as these

There are enough spells to work around, making the current existing ones useful is more than enough, than adding new ones.

I agree that the Evil Saber is best used on the girl, as long as you wont face an undead enemy. The Sprite can restore his own mp via Luna, while the Girl restores her own mp via the Evil Saber.

Regarding the Mana Beast, I remember of all my playthroughs I think only once he casted Dispel on one of my party members, since that day I have never seen it use anything but Wall and Lucent Beam. Weird despite him apparently knowing all these spells, they are either way useless for him as long as he has wall.


Dispel Magic: Yeah, Magic Recharge Delay (lol have to get used to these terms). It gives more depth to dispel.


Agreed on your assessement about Saber buffs. That is my final stance on that too. When an enemy casts a saber magic on you you are supposed to react in any way even if it means as simply as switching weapons. Against the dark lich that may be the fastest solution, you may already hitting him with physical attacks as he casts moon saber on all your party members.

In the end thats the main concept I have for Thanathos himself, he was obsessed with the lifeforce, as the Lich he is hard to kill, and he would want to get your life force which includes HP and MP absorption, which includes said spells that will do that and unorthodox meanings too like casting saber spells on your party.

He doesnt need different elemental spells to damage your party. 1-2 are enough, Evil Gate and Dispel are enough, at best dark force too as another damaging spell but not necessary for him. Not like the team has any weaknesses that he needs to be good at nothing with all these useless spells for "variety" lol.

Now he gained his new possible friend "Evil Saber"

135
Personal Projects / Re: Secret of Mana, Turbo - Beta 190915
« on: September 16, 2019, 05:00:51 am »
My bad if the rebalancing enemies stuff is consideted off topic in your thread Queue, at least for now.

The new update looks juicy. Tho I still expect in the future some enemies or bosses to use the fire wall as a shield similar to how the girl does also, preferanly after you have gained dispel magic.

Same applies for the Evil saber.

I like the mp consumption idea behind it, but as of right now I don't find the Evil Saber overall particularly useful. Evil Saber and the more useful version of Evil Gate would also go hand to hand together, 12 mp cost but restore your mp manually, works on any enemy/boss that isn't undead/shade resistant, while being able to restore mp during said boss battle, or with the amap absorb spell, just something to think about. You wont use these on the undead enemies, but they are usable on the rest.

hmsong the spells keep getting modified, I would honestly wait on balancing out enemies/bosses in general till the spells are more or less finalized.

136
Personal Projects / Re: Secret of Mana, Turbo - Beta 190913
« on: September 15, 2019, 03:22:53 am »
hmsong that is a neat idea. That way dispel would be used to interrupt your party to cast a spell also.

Another option is make dispel also work in a way that when used on a character besides clearing every shield/buff, it gives the sprite or the girl also "magic recoil".

September 15, 2019, 05:32:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
@Mr X

Moon Saber (or all sabers, really) is easy to get rid of -- switch weapons.  Lunar Magic isn't gonna do much either, since it can actually RESTORE HP/MP to your entire party.  MP Absorb is gonna be annoying.

But this'll make Mana Beast challenging -- Make him cast Lucid Barrier instead of Wall.  In short, the only way to damage Mana Beast is to use Dispel on Mana Beast, and then have Randi damage it in the short window before Mana Beast casts Lucid Barrier again.  Coincidentally, this'll give Popoi something to do in the final battle.

Of course, you would need to make it so that Dispel Magic actually gets rid of Lucid Barrier.

I just saw this post, my bad.

Oh damn, didn't really think of that. It kinda takes away from the gigas bosses also being able to do that, maybe in the future when that gets "fixed" I guess. One way would be if Moon saber gets casted on your sword you will have either to use light saber back if you wanna keep using the sword, a herb, or switch to another weapon, but even if you switch back to the sword the effect wont be removed till it gets naturally or via some saber magic/herb item.

I was thinking of making Lunar magic more useful. And yeah that's the thing with mp absorb, and the theme behind an undead enemy - steal your lifeforce in form of HP and MP, should be difficult to kill them, and why I thought of him using spells like these anyway, freeze, earth slide, thunder storm are redundant for him to use when he has dark force of similar power or evil gate, buff himself up with Moon energy which you may wanna use dispel or his physical based attacks will be a pain in the ass.

That would be cool, Mana Beast fight with the barrier instead of wall. Barrier, dispel and lucent beam should be enough for him, or if I wanna be a little unfair, add a fourth spell like flame saber on himself, fitting for a dragon engulfing your party with his attacks, so you may wanna have some engulf resisting ring equiped. While hid dispel could undo your mana sword magic, buffs.

Makes more effective uses of equipment and strategy to fight them.

137
Personal Projects / Re: Secret of Mana, Turbo - Beta 190913
« on: September 15, 2019, 12:22:40 am »
Queue Ok thanks. Hm perhaps I should get myself into learning SoM hacking and be able to contribute  :)

Oh a Shadow Saber sounds nice. Wonder if that one empty spot will be used so that the Girl will be able to cast shade magic also. It always bothered me why weren't the Sprite and the Girl be able to cast lumima or shade while having one missing slot for a spirit. Of will that be just the Sprites fourth shade spell?

I agree with the assessement above that not many enemies and bosses are weak to shade, those that are weak to shade are mixed with undead enemies most of the times so you wont use it either. Except dread slime the only boss you may ever wanna use it against.

Personally I never found myself in a situation where I had to use especially saber magic on enemy mobs.

I noticed there is no enemy that is also weak to dryad also. I just use his burst on an undead/weak to lumina or non elemental enemy which may be intended that way?

September 15, 2019, 01:59:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Poison status and engulf sure have become powerful. I dont have any issue with that so far tho, I am not really overleveled and am managing just fine.

It refarins enemies from becoming far weaker also or you becoming too powerful. I remember at some point at the original game I played poorly just so the enemies/bosses may have a chance at my party, that's how unbalanced the original game is imo, you simply become too powerful, spells aren't set to be used properly you just spammed your strongest spell, useless spells and so on.

Turbo has improved drastically over such things imo, tho I still refrain my characters reaching too high levels but this is still being updated regularly.

138
Personal Projects / Re: Secret of Mana, Turbo - Beta 190913
« on: September 14, 2019, 02:53:55 pm »
Not sure how possible it is to do tweaks like these, but I was thinking of something pretty crazy the other day, in terms of making the dark lich more challenging and interesting for a final boss. He really doesnt need all these elemental spells to cast. What I was thinking:

Remove the undine/gnome/sylphid spells of his except hp absorb

Of course he has the shade spells

As replacements give him as lunar magic, mp absorb, moon energy, and moon saber but this one with a twist, he casts Moon Saber onto your party like the gigas bosses, him being undead you know what that means. :o

139
Personal Projects / Re: Secret of Mana, Turbo - Beta 190909
« on: September 11, 2019, 01:49:00 am »
If Acid  Storm is supposed to cause poison I think it should stay like that then, fixing what the original couldn't.

Acid storm - poison, magic and physical def down
Slow - hit and evade rate down
Fire Boquet - physical atk down
Lunatic - some status + magic atk down

While making dispel magic also dispel lucid barrier and lunar magic.

While removing the poison from sleep flower and have them work like sleep flowers, like those from SD3. Of course Acids storms spell power should be weaker than freeze, it's main function is stat down, and status infliction on enemies.

And the dread slime would be a pain to deal with that as it likes to spam that spell not that I mind. More challenge - fun.

September 11, 2019, 01:56:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Aaaand... I'm back.  Hadn't even gotten halfway with testing for the gauge-reset thing, but ah well...

It does make sense that [Overcharge_Fix] would be the origin, given the nature of what it's fixing.  If the only side effect is resetting the charge/stamina gauges, that's not so bad an effect.  Looked at another way, it might make the use of Dryad's Wall spell more enticing, if Wall circumvents the reset.  I think I will check that.

By the way, Queue, the only other thing in the topic that I've seen you request feedback on is the [New_Game_Plus] feature you created.  Admittedly, I haven't messed around much with that yet, but I'm going to eventually.  The game definitely restarts okay after picking the "repeats..." option.  And the Rabites were able to hurt the Boy even with the top-tier armor.  Can't argue with results like that.

Is there any other feature you would like me to test for bugs/glitches, etc.?  I guess I should ask while you're here...  :)

EDIT:  The thing about Acid Storm was mentioned by Regrs way back when, and I saw the bit for Poison in the spell data table that HHS posted on TASVideos.  Still a fun fact to me, though.   8)

Link to GameFAQs page where Regrs wowed everyone (33 pages, unfortunately...):

More speculation on deleted content

This is very interesting. Equipment with elemental resisyances, could make a lot of equipments more useful depending on situation, reminds me of the Sin of Mana a SD3 hack where every equipmemt is useful depending on what you need, certain bosses require certain equipments to be able to win etc.

Only downside being you had to keep excel open looking for the info.

140
Personal Projects / Re: Secret of Mana, Turbo - Beta 190909
« on: September 10, 2019, 06:07:58 am »
Ok so for sure dispel magic does dispel weapon charge back to 0, as intended in the original. But every spell does that as well which wasn't the case in the original.

Dispel magic does not dispel lumina's barrier and lunar energy, I would definitely change that and be able to dispel both of them to make those two spells less overpowered, to bosses who use dispel at least will have that advantage.

Another thing that really bothers me the Mech Rider 2 and 3 fight, they are supposed to use these canon moves but they very rarely do that if ever, have them use it more frequent and remove speed up from mech rider 3 completely, it always gets reflected away making that fight rather dumb overall with him just running around and reflecting his own magic which improves my own stats!

Pages: 1 2 3 4 5 6 [7] 8 9