I remember my first time I got Undine and thought "oh now my characters can use spells, how awesome", except the Hero, that was quite the letdown for me as a kid back then, nothing to stand out.
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- Event_Fixes covers 4 more mistakes in the vanilla text
This was just a maintenance release while I work on the Script Augmentation Project.
Mr X, I'll look into it. A preliminary check showed no changes to how it functions (when you name the girl and sprite is when it sets their default element levels, and it looks like the code that does so should be functioning), so it'll require I dig deeper. It's especially weird that it seemed to partially work.
Queue already mentioned that Saber magic has no effect on bosses, since their melee attacks have their own separate "stats". So giving Hex saber magics would be meaningless.
As for Evil Gate and Hellfire, those are Queue and kethinov's patches, so I will not modify their magics. Besides, I don't even know how to modify their magic, since those are some complicated stuff that I can't even begin to touch. I may create my own version of Evil Gate though (maybe), since I really want to make Black Curse spell from SD3 (I'll be using Shadow Saber though, since I like Shadow Saber a lot, but NPC can use my new version). I'll have it cause All-Stat Down + several SEs.
Okay, I have a lot of updates:
[Enemy_Stat_Changes] -- please add this at the end of my previous codes. I'm giving extra experience in the beginning third of the game). Maybe make it a sub-option for those who don't want this?
' Experience/Money Mod
@OFF $D01C67 ' Chobin Hood
@OFF $D01CA1 ' Iffish
@OFF $D01D15 ' Spectre
RAW 80 01
@OFF $D01D4F ' Goblin
@OFF $D01D6C ' Water Thug
@OFF $D01DA6 ' Ma Goblin
@OFF $D01DC3 ' Dark Funk
RAW 4F 01
@OFF $D01DE0 ' Crawler
@OFF $D01E1A ' Zombie
@OFF $D01E37 ' Kimono Bird
@OFF $D01E54 ' Silktail
@OFF $D01E71 ' Nemesis Owl
@OFF $D01E8E ' Pebbler
@OFF $D01EAB ' Pumpkin Bomb
@OFF $D01EC8 ' Steamed Crab
@OFF $D01EE5 ' Chess Knight
@OFF $D01F02 ' Wizard Eye
RAW 3D 02
@OFF $D01F1F ' Howler
RAW 2B 01
@OFF $D01F3C ' Robin Foot
RAW A9 01
@OFF $D01F59 ' LA Funk
RAW 4F 01
@OFF $D01F76 ' Grave Bat
RAW DE 01
@OFF $D01FCD ' Evil Sword
@OFF $D01FEA ' Tomato Man
@OFF $D02007 ' Mystic Book
RAW A9 01
@OFF $D02024 ' Sand Stinger
@OFF $D02041 ' Mad Mallard
RAW 09 01
@OFF $D0207B ' Red Drop
RAW 80 01
@OFF $D0210C ' Dinofish
RAW D5 01
@OFF $D02119 ' Mimic Box Level
RAW 2E ' 46
@OFF $D02129 ' Mimic Box EXP
RAW 1B 06 ' 1563
@OFF $D02134 ' Mimic Box GP
RAW FC 03 ' 1020
@OFF $D021BA ' Spider Legs
RAW 00 01
@OFF $D021D7 ' Weepy Eye
RAW A9 01
@OFF $D021F4 ' Shellblast
RAW 76 01
@OFF $D0222E ' Ghoul
RAW 0C 02
@OFF $D02268 ' Blue Drop
RAW 80 01
[Alternate_Transform_List] -- I changed things around, so Mimic (who is actually a lot stronger than its level suggested) and Weepy Eye isn't included in the transformation list. I instead gave Silktail, since it's the mascot of the game. And I changed things so Chess Knight can be included here.
@OFF $C8E5F3 ' Rabite --> Ma Goblin (aka Goblin Guard)
@OFF $C8E5F4 ' Mushboom --> Dark Funk
@OFF $C8E5F5 ' Lullabud --> Zombie
@OFF $C8E5F6 ' Kid Goblin --> Silktail
@OFF $C8E5F7 ' Green Drop --> Nemesis Owl
@OFF $C8E5F8 ' Water Thug --> Pumpkin Bomb
@OFF $C8E5F9 ' Pebbler --> Chess Knight
@OFF $C8E5FA ' Pumpkin Bomb --> Shellblast
@OFF $D01EE9 ' Chess Knight Change Form works
'RAW 40 1E
RAW 40 16
[_Dust_Flare_-_Replaces_Fire_Bouquet] -- Please delete Dark Lich's Dust Flare from [Enemy_Behavior_Changes], and instead put it in the [Dust_Flare] section. Preferably between [@OFF $C2EC56] and ['@OFF $C2EF02]:
@OFF $C2E98B ' Dark Lich Dispel Magic --> Dust Flare
[Spell_Balance_Overhaul] -- I'm not sure why, but it seems that you disabled Herbal Boost to multi-target (even though Moon Energy is multi-target). Was there a reason for that? Or was it some mistake? Or did I ask you to do that, and I somehow forgot about it? In any case, could you please make it multi-target? Thanks.
[Enemy_Behavior_Changes] -- In addition to Dust Flare changes, here are few more changes:
'@OFF $D06B5C ' Werewolf Uses Cure Water below 100 HP <------ I'm disabling this, because Werewolf curing at 100 HP was too hard.
'RAW 64 00
IFNOT Change_Form_-_Pygmy-Moogle ' compat
@OFF $D07F56 ' Beast Zombie Speed Down (1 enemy) --> Lunar Boost (self) <----- This already exists, but I'm giving the IF function now.
RAW C4 E9 05 1C
IF _Lunar_Magic_-_Celestial_Cascade ' compat
@OFF $D090EB ' Gremlin Freeze --> Lunar Magic <------ I want to see more Lunar Magic, and Gremlin seemed like a good candidate.
@OFF $D0999C ' National Scar Spawns Imp --> Gremlin <------ Imp is too weak enemy by the time National Scar appears.
And finally, this isn't mine, but kethinov actually updated his Later Midge Mallet. Since I'm pretty much the only person to use Later Midge Mallet, I figured I should do the work. The code changed from:
RAW 42 3400
RAW 42 2409
Applies to vanilla, VWF, and Relocalized.
I know I changed a lot, but I'd appreciate it if you can update these. Thank you so much.
Hm, I'm not sure why the background color (the sky) failed to get color filtering applied. Here's a screenshot I just took at the same location:
That's in Mesen-S; I also saw the expected results in ZSNES. Not sure yet if it's actually an emulator issue, just mentioning in case.
I've never really looked at the weapon experience logic, but that sounds like something I want to fix. If I recall correctly, the Mana Magic damage bonus does benefit from 8:99 (for the boy only, for obvious reasons), but that should be the only thing that cares about partial weapon experience.
And here's a preview of what I've been working on (for like 2 months):
- Second preview of Miscellaneous\Enhanced_World_Map. The globe map view now scrolls pretty quickly. I think it feels nice now but would like feedback. It cost 256 KB of ROM space, which is a LOT, but probably worth it. Still can be improved further, but trying to push out playable iterations as I go.
I am truly glad that both of you haven't ditched SoM. I know it's been quiet here recently, but I check this place everyday, always looking forward to the things you've been working on. This is the most ambitious project in improving the game that I've ever seen (I hope neither of you are tired of making immprovements to this). And I seriously enjoyed all the improvements, to the point that I feel that if this had been implemented in the original release, this would have been the most well known action rpg in the golden era. Well, SoM was still extremely well known, but people had plenty of complaints due to many many problems.
That's because you didn't enable [Spell_Balance_Overhaul]. It allows few spells to bypass Wall. But you make an excellent point. Thank you for telling me. I shall make another code that uses IF and IFNOT, so if people don't use [Spell_Balance_Overhaul] (Turbo default doesn't use that), Mech Rider 3 will use another spell.
Queue weirdly enough that seems to be the case mainly for the Machine fight in the sunken continent and the mana beast fight but doesn't happen anywhere else, at least I wasn't able to track it elsewhere as I don't usually have her charge attacks.
Try one of those two fights
I experienced a weird glitch with this revision. I tried a combination of patches and the resulting ROM was corrupted. Tried it again and no issues. Did anyone else have a similar experience or was this a one-off?