, the video was enough. I think I finally maybe probably have the dang rain of arrows fixed for the next release. I tested it in a fairly wide range of locations; it positions correctly and actually hits enemies in all that I tried. Yeesh. The original problem was rain of arrows was ignoring some vanilla projectile creation code and zeroing out a flag that essentially specifies which layer the projectile is on, then my previous fixes were second-guessing some of it and sometimes setting the flag when it shouldn't be. Now I'm just trusting vanilla code to set the flag correctly (or to describe it more accurately, preserving the flag, whatever it's set to). Behavior should just match a vanilla arrow on a given map now.
, you're mixing up "Equipment Progression Balance" and "Level 9 Weapons Progression Balance" (both by Kethinov). Turbo only currently includes the latter. I'll get the other eventually.
For faster weapon grinding, how much faster is it? The original author provided various speeds. Can you include them in the next version?
By default that feature is equivalent to "A Bit Faster" but read the feature description in the patcher; it's already configurable in the 'Advanced Options' menu (accessed via the 'Advanced...' button in the patcher).
Also, is there any way you could implement a better Turbo logo? How about this?
You'll have to make it smaller and change it's color palette I guess?
Not happening. Editing the logo is very complicated and what you see is already pushing the envelope on what is possible. There are basically only two colors free in the palette that could be changed, there are too few unused tiles in the logo, placement of the edit is very constrained, probably other factors that I can't name off the top of my head. What's there was already days of effort; I wish it was just an image edit in TLP, but it was not. I also like how it turned out; I made the logo for myself (for fun as an artistic outlet when I needed a break from other aspects of the project) so don't really care if no one else likes what it looks like. Plus, it's super unimportant: you don't see it unless you let the title screen sit and loop; don't need to burn any more time on it than I already have.
Another thing, I didn't really like how I got 1000 gold in the elder's basement in the beginning. I have no issues with the default economy. Please allow that to be customizable.
That's part of "Level 9 Weapons Progression Balance" but I can probably throw in a checkbox to control it separately.
Lastly, is it possible to have the enemies in turbo mode but characters have endurance enabled?
The enemies and players use the same code to set their stamina after an attack, so it's pretty much both or neither. It wouldn't be impossible to add code to handle each case separately, but not high on my list of priorities; lots of factors that make it not worth doing, very little to gain if done.
could you possibly make it so that you can play vanilla SoM but with just the bugfixes and quality of life improvements like quick switching of weapons and magic without going to the menu, scroll hack, etc? I've actually never passed the game before, I was turned off by the combat when I was younger, but I at least want to play it closer to vanilla first.
Uhm, I used a patcher system with all those checkboxes so you could do this? Just uncheck any features that aren't bugfixes or quality of life improvements. The quick, overly literal route would be to uncheck all sections that aren't [Quality_of_Life] or [Bug_Fixes], though what you probably want would be to specifically uncheck [Combat], [Magic], [Items] and [Balance].
I forgot to mention, when playing through, it seemed like I was leveling up way too fast. Allowing that to be customizable would be great.
Nothing in Turbo changes the experience rate. I may add something eventually, but what you're seeing is normal.
In fact, anything that's has a separate ips file should be customizable, no?
If you want to put in the work to make every little thing adjustable, go nuts. I've been doing what interests me and is practical within the limitations of the ZPS Patcher. The largest service I've been providing is compatibility between other peoples' patches. If it's in the ZPS file I've prepared, and you turn on any given combination of checkboxes, you should feel confident that I already dealt with any compatibility issues.
Hope I didn't sound too crabby. Was just trying to be straightforward.