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Author Topic: Secret of Mana, Turbo - Beta 200729  (Read 326515 times)

hmsong

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1460 on: May 29, 2020, 04:05:46 am »
hmsong, what I have in mind for NG+ is for every chest piece to have an element. While I was considering making said element inactive on a normal run, and only function on NG+, it may be possible to select elements that would have a neutral effect in most of a first play through at the time you get them, with the exceptions being ones where the previous piece is viable in the next area if the elemental defense bonus matches the most dangerous enemy attacks. I suspect this would require mapping out what element the damage players take at various parts of the game, what armor is relevant, and then picking elements that fit.

I see.  Hmm.  That requires more thinking.  But I see what you mean.  What I want to avoid is something counter-intuitive to the name of the equipment (ex: giving Fire element to Frost Ring, or giving Earth element to Griffin Helm, or something).  More brainstorming.

Also, if all equips have elements in NG+ (I assume the Def/M.Def rating would be roughly same too), how would that exactly work?  I mean, there are far more equipments than elements (eight).

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I'm not interested in moving the Vampire Cape out of the Mana Fortress: I see it as important that each character gets their final body equipment there, at least. What I'm hoping is that there's some armor from just before Pure Land, that when given the right element(s), would provide enough survivability for a second character when Unique_Equipment restrictions are in play. A beneficial side effect would be if the right element choice would make the armor WORSE in the Grand Palace.

Ahh.  Gottya.  I'll scrap that idea of Vampire Cape.  The problem with Pure Land is that whatever element I give to any armor, it'd end up screwing things up as weakness -- We have enemy/boss that use Earth magic (Needlion, Dragon Worm), Air magic (Griffin Hand, Thunder Gigas, Thunder Dragon), Water magic (Ice Thug, Ice Dragon), and Fire magic (Axe Beak, Fire Dragon).  The only way to overcome this dilemma is to give more elements to different equipments, so that careful management of one equipment would cover the weakness of another equipment.  For example, Cockatrice Cap (Earth) + Ninja Gloves (Air) -- give this to the character with the weakest body armor.  What do you think about that idea?

Also, I remember you made [Burst - Health Cost] in a way that Dryad element using that magic wouldn't have HP penalty.  However, it doesn't seem to work if my character uses Dryad elem equipment.  I assume that only works for enemies?  Any way to make that work for your characters too?  What I'm trying to do is to make Guardian Ring worth obtaining -- right now, it can only be obtained by farming (earliest is Grand Palace), it has significantly worse def/m.def than the three rings you can farm in the previous dungeon (Ancient City), and it offers no SE immunity nor any bonus.  Even if I were to give it some element, it would have weakness to the opposite element.  It's just not worth it, unless it had some cool effect.  I figured having the ability to negate the Burst penalty would be a great idea.  What do you think?
« Last Edit: May 29, 2020, 04:30:40 am by hmsong »

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1461 on: May 29, 2020, 09:57:42 am »
The Burst penalty should remain, removing the penalty makes that spell have no restriction, why do that?

Make it resist two elements then. And slightly increse it's magic def.

Also the resist to elements should only be slightly imo.

May 29, 2020, 10:00:01 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Queue
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Mr X, in describing different possible equipment builds, you basically described my ideal for basically any game with an inventory system: options, all viable, for how you want to specialize your characters. With how few pieces of equipment SoM has though, definitely hard to pull off within its constraints. Not something that's going to be practical without a lot of planning then experimenting

True, this is why I said to not rush with the equipment idea and to carefully plan it out, I think it could turn into something very cool.
« Last Edit: May 29, 2020, 10:37:03 am by Mr X »

hmsong

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1462 on: May 29, 2020, 11:10:21 am »
@Mr X

You just gave me an idea.  If Queue can make Dryad element equipment negate the Burst penalty, then I can make it so that Guardian Ring has 0 DEF, hence making it risky to equip it (it'll still retain its normal M.DEF though).  It kinda fits too, since you can only obtain it in the Tree Palace (well, and Mana Fortress).  A very neat and secret equipment -- most casual players of SoM don't even know the existence of Guardian Ring.

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True, this is why I said to not rush with the equipment idea and to carefully plan it out, I think it could turn into something very cool.

Well, this is the brainstorming stage.  Hence, why we're having discussion.

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1463 on: May 29, 2020, 12:00:35 pm »
@Mr X

You just gave me an idea.  If Queue can make Dryad element equipment negate the Burst penalty, then I can make it so that Guardian Ring has 0 DEF, hence making it risky to equip it (it'll still retain its normal M.DEF though).  It kinda fits too, since you can only obtain it in the Tree Palace (well, and Mana Fortress).  A very neat and secret equipment -- most casual players of SoM don't even know the existence of Guardian Ring.

This is also a great idea. It also fits the name Guardian Ring or Resist Ring, Guarding or Resisting the Burst penalty, but having 0 def and extended Magic Charge time, Burst is overall a great spell not just for enemies weak for Dryad but also for those Undead which the Sprite lacks light magic, I always viewed this as the alternative for light spells on Undead.

Now that you brought up this idea, I think I would give Purim also an Equipment that would make Revifier work on Undead. Doesn't necessary need to be an armor or Ring, could be a weapon that works on the Undead with the addition of adding that extra effect on Revifier dealing damage on Undead.
Or have Revifier deal normal damage on Undead, while with a weapon that is effective on undead adding the extra damage boost also on Revifier for the Undead.
It nerfs Revifier a bit, and with the weapon reforging feature you could decide yourself if you wanna have Purim forge back to one of those undead effective weapons with the added damage on Revifier for the endgame or go the more mp costly route with Lucent Beam.

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Well, this is the brainstorming stage.  Hence, why we're having discussion.

True. I love when people brainstorm ideas :laugh:
« Last Edit: May 29, 2020, 12:21:08 pm by Mr X »

Queue

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1464 on: May 29, 2020, 01:42:22 pm »
hmsong, search for "@OFF SSE.Func.Detrimental.Burst" and locate the following two lines:
Code: [Select]
'BIT+X $E1A3 ' STRONG_ELEMENT
BIT+X $E193 ' ELEMENT
Uncomment the first and comment out the second, and see if that works to protect the sprite (with Dryad element equipment).

It's currently set up to protect Dryad element actors, not actors with a resistance to Dryad. The difference is mostly pedantic since Dryad element enemies are resistant to Dryad, but it should be why the equipment wasn't protecting the sprite. That change shouldn't disrupt how it works for any enemies. The downside is any other sprite-usable Dryad element equipment would have the same benefit, so it affects what elements can be put on other items, but that shouldn't be too bad.

Regarding elements, I think you can have multiple elements on one piece of equipment. Though, I'm not sure it's possible to have a mixture of elements that would both make it semi-viable in Pure Land, but more vulnerable in the Grand Palace. The Battle Suit and Flower Suit are the only two with enough defense to stand a chance to work alongside the Vestguard. And this all assumes enough of the damage you take in either place is elemental.

Regarding defense on the Guardian Ring, it's already less than half the other end game hand equipment; I'm not sure reducing it to 0 even really matters when it's already so wimpy.

Mr X, to clarify, is your suggestion specifically to tone down Revivifier's use since with the mana change patch (and Turn Undead, obviously) it's too much better than Lucent Beam as it is currently? Would adjusting the mana cost of Revivifier not be a better way to balance it, with anti-undead weapons instead reducing (halving?) its mana cost? Basically, I'm concerned that tying Turn Undead strictly to those weapons would make it so many players would never realize they could cast Revivifier on enemies at all (also, programming the targeting to have that restriction would totally suck, affecting mana cost shouldn't be as miserable to program in).

Actually, for the weapons without status procs, something to make them more worth using would be really nice, so I'm interested in ideas for that. If anti-undead, "holy", weapons, reduce "holy" spell costs for example, other similar synergies between status-proc-less weapons and maybe certain types of spells could be neat.

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1465 on: May 29, 2020, 03:50:11 pm »
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Mr X, to clarify, is your suggestion specifically to tone down Revivifier's use since with the mana change patch (and Turn Undead, obviously) it's too much better than Lucent Beam as it is currently? Would adjusting the mana cost of Revivifier not be a better way to balance it, with anti-undead weapons instead reducing (halving?) its mana cost? Basically, I'm concerned that tying Turn Undead strictly to those weapons would make it so many players would never realize they could cast Revivifier on enemies at all (also, programming the targeting to have that restriction would totally suck, affecting mana cost shouldn't be as miserable to program in).

Yeah I was thinking of a nerf for Turn Undead. I think the players should expected to read the info in general.
But if it's easier to program that feature with the mp cost then might be worth it, since I think Turn Undead is just much better than Lucent Beam for the Undead enemies, and for less MP cost.
So increasing it's mp might be a good way to balance it out, like 15 or 16 something like that, ans then the Anti-Undead Weapons reducing it's mp cost to like 8, while Lucent Beam to 4? Basically in half.

Quote
Actually, for the weapons without status procs, something to make them more worth using would be really nice, so I'm interested in ideas for that. If anti-undead, "holy", weapons, reduce "holy" spell costs for example, other similar synergies between status-proc-less weapons and maybe certain types of spells could be neat

Yeah I think that would be nice, was thinking about that too. And maybe change some entirely like the level 8 Bow and Boomerang, why do you need increased crit rate when you an just spam at that point Herbal Boost for Guaranteed crit rate, unless Herbal Boost gets nerfed by having a crit rate increase by a set amount of time, I see those two weapons as rather redundant after you get Herbal Boost.

Another spell which I would put a nerf is Black Hex or Hellfire. Increase their cost to 16 mp, while the Rising Sun reduces Hellfire's cost similar to Turn Undead, which currently has no function.

For Black Hex it would maybe make sense to be one of those weapons that increase  wisdom/intelligence. Increase cost to 16 mp, while those weapons half that to 8, might be a good nerf to overpowered spells, Turn Undead, Black Hex, Hellfire, Herbal Boost are all too OP imo. I would honestly raise Herbal Boost MP to like 16 as well and then half it with one of those weapons, maybe those weapons effective on Dragons get that feature?.

And have to take into account Equipment too while debating about new weapon features, so I will think of ideas later after more opinions are shared.

hmsong

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1466 on: May 29, 2020, 08:09:45 pm »
Excellent.  I just tried, everything works great.  The only guy I couldn't test was Nitro Pumpkin -- I couldn't get him to use Burst.  I noticed while testing that Burst from Bomb Bee isn't working (Black Hex gives Bomb Bee the Burst) -- he just freezes when he casts Burst.  Not sure why.

I'll also make sure not to give Dryad to any Sprite equipments (at least, not the later half equipments).

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Regarding elements, I think you can have multiple elements on one piece of equipment. Though, I'm not sure it's possible to have a mixture of elements that would both make it semi-viable in Pure Land, but more vulnerable in the Grand Palace. The Battle Suit and Flower Suit are the only two with enough defense to stand a chance to work alongside the Vestguard. And this all assumes enough of the damage you take in either place is elemental.

Yeah.  That's exactly the problem.  I can give Flower Suit double resistance, but that'll make Ancient City/Grand Palace easier.  But if I don't do that, then Flower Suit will be the worst equipment in Pure Land.  Really, both places are full of enemies with different specialized elements, hence making the balance difficult.

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Regarding defense on the Guardian Ring, it's already less than half the other end game hand equipment; I'm not sure reducing it to 0 even really matters when it's already so wimpy

That's true too.  Well, still brainstorming.  Nothing's set.

Yeah I was thinking of a nerf for Turn Undead. I think the players should expected to read the info in general.
But if it's easier to program that feature with the mp cost then might be worth it, since I think Turn Undead is just much better than Lucent Beam for the Undead enemies, and for less MP cost.
So increasing it's mp might be a good way to balance it out, like 15 or 16 something like that, ans then the Anti-Undead Weapons reducing it's mp cost to like 8, while Lucent Beam to 4? Basically in half.

Honestly, I don't see why Turn Undead should be nerfed.  It's not very frequently used, and it certainly doesn't replace Lucent Beam (Turn Undead is Luna element).  Even its power is only the same level as Lucent Beam (unless my Spell Balance is used, and even that is only marginal).  And as for the cost, you can just turn off the Revive MP Cost readjustment -- that makes Revive cost 10 MP.  Lucent Beam being 8MP is definitely unreasonable though (which is why I reduced it to 4MP in the Balance patch).

Another spell which I would put a nerf is Black Hex or Hellfire. Increase their cost to 16 mp, while the Rising Sun reduces Hellfire's cost similar to Turn Undead, which currently has no function.

For Black Hex it would maybe make sense to be one of those weapons that increase  wisdom/intelligence. Increase cost to 16 mp, while those weapons half that to 8, might be a good nerf to overpowered spells, Turn Undead, Black Hex, Hellfire, Herbal Boost are all too OP imo. I would honestly raise Herbal Boost MP to like 16 as well and then half it with one of those weapons, maybe those weapons effective on Dragons get that feature?.

Hmm.  My opinion on upping the MP Cost to that magnitude seems very counter-productive.  Sure, it can make spells less useful, but it also makes the game quite frustrating.  The point of any hack is to make the game more enjoyable, and I don't think I'm going to enjoy the game as much if the MP cost was so high.  I think Magic Recharge and/or Spell Pause is good enough nerf.

And there's also a strong part of me that wishes to honor the original game.  A little tweaks here and there is fine, but to completely overhaul the magic cost to several times seems unreasonable.

And let's not forget that raising the MP cost would affect the enemies too.  Unlike SD3, enemies have finite MP.  For example, if you enable kethinov's "Harder Final Boss", Dark Lick runs out of his MP long before he dies (so for the 2nd half, he just does little casting motion with no spells coming out).
« Last Edit: May 29, 2020, 10:05:26 pm by hmsong »

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1467 on: May 30, 2020, 04:31:44 am »
hmsong

Quote
Honestly, I don't see why Turn Undead should be nerfed.  It's not very frequently used, and it certainly doesn't replace Lucent Beam (Turn Undead is Luna element).  Even its power is only the same level as Lucent Beam (unless my Spell Balance is used, and even that is only marginal).  And as for the cost, you can just turn off the Revive MP Cost readjustment -- that makes Revive cost 10 MP.  Lucent Beam being 8MP is definitely unreasonable though (which is why I reduced it to 4MP in the Balance patch).

It should be nerfed because I never used Lucent Beam, it is just more effective on Undead not just shade enemies, for a 4mp cost being more effective on any undead doesn't matter  their element, ever since Turn Undead was released I never used Lucent Beam again.

It would be kinda cool to have these OP spells with restrictions but then that restriction be halved by a weapon giving weapons more importance.

And you have infinite mp resources, 99 MP, 2 items that restore MP. I never used items also fyi either.

Quote
Hmm.  My opinion on upping the MP Cost to that magnitude seems very counter-productive.  Sure, it can make spells less useful, but it also makes the game quite frustrating.  The point of any hack is to make the game more enjoyable, and I don't think I'm going to enjoy the game as much if the MP cost was so high.  I think Magic Recharge and/or Spell Pause is good enough nerf.

And there's also a strong part of me that wishes to honor the original game.  A little tweaks here and there is fine, but to completely overhaul the magic cost to several times seems unreasonable.

And let's not forget that raising the MP cost would affect the enemies too.  Unlike SD3, enemies have finite MP.  For example, if you enable kethinov's "Harder Final Boss", Dark Lick runs out of his MP long before he dies (so for the 2nd half, he just does little casting motion with no spells coming out).

It's not counter productive with MP Absorb, Shadow Saber, two mp restoring items, possible equipment/Weapons reducing MP cost possibly being also as a possible idea.

Enjoyable is subjective. To me this would be more thrilling and enjoyable for sure, and add more depth to weapons/equipment.  4-8mp cost when you have up to 99 mp and various ways to restore your mp allowing for infinite mp restoring. 12 mp and above for the OP spells, max 16 sounds pretty fair with all the mp restoring items, all the mp you have or with the idea reduce mp cost of some spells with certain weapons.

As for enemies that's easy, there is already the feature to raise their MP, up to 7 times iirc?

May 31, 2020, 02:16:53 am - (Auto Merged - Double Posts are not allowed before 7 days.)
An idea I just thought about Vampire cape that could thematically fit is by giving it some Vampire properties.
So if Purim or Popoie equips it, MP/HP Absorb spell cast on them has the reverse effect. Of course that wont apply for Moon/Shadow Saber, they wouldn't be fully undeads, but just a bit of it.

Also throwing another idea out there about level 9 weapons - since there are 8 weapons how about giving each weapon a very slight element for damage, but also boost the spells of that element, but takes the weakness of the opposite element?

Water - Fire
Air - Earth
Light - Dark
Moon and Tree could be exceptions but you take more damage physically, since those two have always been those weird elements in the Mana series, or maybe simply weak to one other as with other elements.

Just a rough idea that I had to make the Level 9 weapons slightly more special.
« Last Edit: May 31, 2020, 02:41:36 am by Mr X »

hmsong

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1468 on: June 02, 2020, 12:41:14 am »
@Mr X
  I just tried both Revive and Lucent Beam on the Demon/Undead (without the Spell Balance).  They do the exact same damage.  So if you want to nerf Turn Undead, then you can do so by simply not using the Revive MP Cost adjustment.

Yes, you have infinite MP resource, but like I said before, the idea is to NOT make things frustrating.  Having to constantly restore MP is quite frustrating, esp when you have spells that DON'T frustrate you.  The idea is to make the spells so that they are all entertaining to use (while keeping the balance in check).

Perhaps you find upping the MP cost of some spells more entertaining.  I can respect that.  I'm simply saying that "I" don't find the idea entertaining.  That's all.


@Queue

Yeah, I tried to figure out how to make some armor weaker in Ancient City/Grand Palace, while making it stronger in Pure Land (in terms of only element compatibility).  I can't think of many way to do that, simply due to those places having enemies having various elements.  There's fire, water, earth, and wind enemies/bosses in both AC/GP and Pure Land.  The only element that's weak in AC/GP but sort-of-strong in PL is Light (assuming Enemy_Behavior_Changes is ON, which affects Ghost's spell), but that's not a lot of changes.  I can also give Dragon Ring (which has no special effect of any kind) some kind of dual-opposite element protection (for Flower Suit character to use), but I have a feeling that'll make it too powerful in Mana Fortress.

I sure would like some suggestions.

Also, are you going to make the changes for SSE.Func.Detrimental.Burst for [Burst - Health Cost] for the next update?  If not, then there's no real point in me giving Dryad element to Guardian Ring.
« Last Edit: June 02, 2020, 01:02:51 am by hmsong »

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1469 on: June 02, 2020, 01:46:14 am »
hmsong

You still forgot that Turn Undead does the same damage on all non shade enemies they just need to be undead, while Lucent Beam only on Shade enemies. Hence why I would raise turn Undeads MP cost.

Restoring MP is the games feature tho. Why do you think MP Absorb, Shadow Saber and two mp restoring items exist? And it's not constantly, you aren't gonna use those spells constantly as well, if you wanna use more often those spells have an alternative by making weapons more useful making them reduce MP cost of some spells.

For example level 5 the anti-Undead Weapons reducing MP cost of Turn Undead and Lucent Beam.  Doing the same with Black Hex/Hellfire depending which you have on and so on with other spells. It created a nice synergy with spells and certain weapons, and making the weapon reforging a lot more useful.
« Last Edit: June 02, 2020, 04:16:10 am by Mr X »

Queue

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1470 on: June 02, 2020, 06:40:36 pm »
hmsong, yes, I intend to put in the change to Burst.

Darn, regarding GP vs PL resists, I was hoping there'd be a way to pull it off without needing other balance adjustments (such as making AC/GP enemies harder to compensate for stronger Flower Suit and/or Battle Suit). Though, honestly they probably need to be made a little tougher regardless so maybe that approach will still work.

I mostly disagree with you regarding Lucent Beam's mana cost; I think the vanilla cost being high is appropriate as she really shouldn't be nuking and it should be a huge drain on her mana if you use her that way.

Mr X, the more I've thought it through, the more I think having some weapons act as spell focuses could be a good way to jam in some character specializing. The weapons that are strong against a certain enemy type are almost always unimportant (or maybe literally always unimportant? I only care about status effect procs personally), and there's generally multiple weapons with the trait for a given enemy type, so tying the enemy type weakness to either a certain element, or a certain type of spell could be a good route. An obvious one is the strong against undead weapons for turn undead (just revivify in general to remove the need for a mana cost reduction), though I'd like it to affect at least one spell for the sprite. Doing the same with anti-animal, -slime, -insect, -dragon, etc. would potentially give those weapons better purpose, and since the point is to benefit spell casting, them having bad attack power wouldn't be critical, and there being multiple weapons per trait means you can choose a weapon type you don't personally find fun to sacrifice as a spell focus.

For the Rising Sun, and I think it's two other non-level-1, non-level-9 weapons without any special features, I've always meant to just give them something. I've wanted to see how overpowered engulf would be on the Rising Sun.

I'm rather tied up this week, so it'll be a bit before I can really get anything ready for testing, but I've been considering the approach I'd take to implementing this stuff.

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1471 on: June 03, 2020, 05:36:57 am »

Mr X, the more I've thought it through, the more I think having some weapons act as spell focuses could be a good way to jam in some character specializing. The weapons that are strong against a certain enemy type are almost always unimportant (or maybe literally always unimportant? I only care about status effect procs personally), and there's generally multiple weapons with the trait for a given enemy type, so tying the enemy type weakness to either a certain element, or a certain type of spell could be a good route. An obvious one is the strong against undead weapons for turn undead (just revivify in general to remove the need for a mana cost reduction), though I'd like it to affect at least one spell for the sprite. Doing the same with anti-animal, -slime, -insect, -dragon, etc. would potentially give those weapons better purpose, and since the point is to benefit spell casting, them having bad attack power wouldn't be critical, and there being multiple weapons per trait means you can choose a weapon type you don't personally find fun to sacrifice as a spell focus.

For the Rising Sun, and I think it's two other non-level-1, non-level-9 weapons without any special features, I've always meant to just give them something. I've wanted to see how overpowered engulf would be on the Rising Sun.

I'm rather tied up this week, so it'll be a bit before I can really get anything ready for testing, but I've been considering the approach I'd take to implementing this stuff.

I always like to use the Herald Sword (effective to Lizards) on Jabberwocky even tho the damage seems the same probably because it's type was changed to Dragon, making the weapon really only useful on one mob lol. Same with other weapons the Dragon weapons for Pure Land Dragon bosses, and the Anti-Undead and Insect/Metallic on the Empire.

Adding another purpose to them would be very cool, as you said I personally stick to status infliction weapons, endgame I reforge some weapons to inflict Poison and Balloon those combos are so OP I never have to use spells for mobs.

Rising sun with Engulf might be worth a try to see how it fares probably will turn into a very strong weapon. There is also the Steel Lance and Javelin (both level 2) that do nothing, probably have them inflict Mired status?

Besides the Weapons effecive on certain enemies giving them more purpose, I would maybe take a look too at the agility/weapons that inflict slow, I don't think I have ever seen a noticeable use for them.


Constitution boosting Weapons - reduce MP cost of Wall (increasing the base MP of that spell)

Strength boosting Weapons -

Crit Rate boosting Weapons -

Agility Weapons -

Weapons that inflict Slow -

Int/Wisdom Boosting wWeapons -

Anti Plant/Fish Weapons -

Anti Slime/Lizard Weapons -

Anti Insect/Metallic Weapons -

Anti Undead Weapons - reduce MP cost of Turn Undead (of course increasing it's MP cost) and Lucent Beam just makes so much sense here.

Anti Dragon Weapons -

Rising Sun - Inflicts Engulf

Steel Lance - Inflicts Mired

Javelin - Inflicts Mired or Balloon but have a later weapon inflict Mired because of how OP Balloon and Poison are.

Herbal Boost, Wall, Lucid Barrier, Balloon, Blaze Barrier, Saint Saber, Flame Saber, Black Hex/Hellfire (depending which one you use), are possible other spells that might be good to get an MP increase but with certain Weapons get then their MP decreased.

As for Armors more thought need to be put into it but another idea that I had in mind is give Gold Bracelet the ability to increase the rate of the rare items you get from Enemies so you are more encouraged to farm yet not be as tedious to get certain items that you want, but get them actually through gameplay. That is if it's even possible to do that.

hmsong

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1472 on: June 03, 2020, 05:49:35 am »
@Mr X

There are no vanilla evil/undead enemies who are not Dark element.  But I see your point though (enemy element adjust is ON by default after all).  Having said that, if you disable the Revive MP adjust (which makes it cost 10MP), then Lucent Beam would certainly cost less MP, which is a good reason to use Lucent Beam.  Besides, Lucent Beam works on everyone, while Turn Undead works only on certain enemies.  For new players, Turn Undead may be confusing (?).

If Queue makes some weapons adjust the power/cost of some spells, then I guess adjusting the MP cost would make sense.  But not to the magnitude of whooping 16 MP.  That's a bit too much, I think.


@Queue

I'll post what I have for the Elemental Equipments (and its description) soon.  I'll make the necessary corrections if someone can come up with a good idea to balance AC/GP and PL.

I mostly disagree with you regarding Lucent Beam's mana cost; I think the vanilla cost being high is appropriate as she really shouldn't be nuking and it should be a huge drain on her mana if you use her that way.

When you say it like that, I guess Primm's offensive spells costing higher makes sense.  But not to the magnitude of 8 MP.  That's just... too much, esp since Popoi uses the same powered spells (of different element) as low as 2MP (ie Freeze, Dark Force).  Such magnitude of high cost makes the spell never be used in practice, and it'll just rot in the corner (outside of crystal ball).  That's certainly what happened when I played SoM the first time.  I much prefer all spells to be practical, if the circumstances are right (that's why I like Turn Undead so much).



@Mr X

Oh yeah, those "missing-special-effect" weapons should have Mire SE.  That's good.
« Last Edit: June 03, 2020, 06:05:17 am by hmsong »

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1473 on: June 03, 2020, 07:10:26 am »
@Mr X

There are no vanilla evil/undead enemies who are not Dark element.  But I see your point though (enemy element adjust is ON by default after all).  Having said that, if you disable the Revive MP adjust (which makes it cost 10MP), then Lucent Beam would certainly cost less MP, which is a good reason to use Lucent Beam.  Besides, Lucent Beam works on everyone, while Turn Undead works only on certain enemies.  For new players, Turn Undead may be confusing (?).

If Queue makes some weapons adjust the power/cost of some spells, then I guess adjusting the MP cost would make sense.  But not to the magnitude of whooping 16 MP.  That's a bit too much, I think.


@Queue

I'll post what I have for the Elemental Equipments (and its description) soon.  I'll make the necessary corrections if someone can come up with a good idea to balance AC/GP and PL.

When you say it like that, I guess Primm's offensive spells costing higher makes sense.  But not to the magnitude of 8 MP.  That's just... too much, esp since Popoi uses the same powered spells (of different element) as low as 2MP (ie Freeze, Dark Force).  Such magnitude of high cost makes the spell never be used in practice, and it'll just rot in the corner (outside of crystal ball).  That's certainly what happened when I played SoM the first time.  I much prefer all spells to be practical, if the circumstances are right (that's why I like Turn Undead so much).



@Mr X

Oh yeah, those "missing-special-effect" weapons should have Mire SE.  That's good.

Well if some weapons adjust the cost of some spells that it makes even more sense to raise their MP, and that will only apply to the spells that are considered more OP and something the Girl and the Sprite aren't nornally supposed to do, Queue made a great point hoe the Sprite is suppose to stay the main one to Nuke enemies, not the Girl.

So the Sprite might have an increased MP cost for spells like Dispel, Shadow Saber, Black Hex/Hellfire depending which one is used.

The Girl would get Lucent Beam (with current 8mp), Turn Undead with increased MP cost, Wall, Herbal Boost, Ballon, Dust Flare basically spells that uses to attack enemies.

Wall is an exception because of how OP it is, I would honestly change that spell to just buffing your Magic Defense, reflecting every spell is just so ridiculous I don't think people realize that. Same with Herbal Boost, both these spells I think would either need to have an increased MP then reduced with a weapon, or be changed entirely because the Bow and Boomerang level 8 are useless when you have a spell for 2 MP for guaranteed Crit rates.

Option 1:
Wall - Boosts Defense against Spells, basically like Gnome's Def Up but for Spells, being kinda similar elements by nature also.
Herbal Boost - Boosts the rate of the Crit rate for a long duration. And this would stack with those Weapons that boost Cirt Rate so combined they would give you close to guaranteed crit rate, making those weapons more useful, and adding a ring that gives a slight crit rate boost too maybe?

This way the MP cost increase would only be for Purim's attacking spells (Turn Undead, Lucent Beam, Dust Flare and so on), while Popoie gets an MP cost increase For Shadow Saber, Hellfire/Black Hex and maybe MP/HP absorb (a slight increse with these two tho), and certain weapon levels decrease the MP cost of those spells.

Option 2 - with the base MP increase (decresed with a Weapon), to avoid them being abused, like I abused them till now.

Edit: Actually Gold Bracelet might not be needed to boost chance of rare items when you can use Lunatic, forgot totally about that.
« Last Edit: June 03, 2020, 09:08:34 am by Mr X »

hmsong

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1474 on: June 03, 2020, 10:05:19 am »
@Queue

Okay, here it is:

Quote
Elemental_Equipments
"(Patch)\n
Author: hmsong\n
Version: 0.0\n
\n
Requires [Bonus_Weapon_Damage] to be ON.\n
\n
Adds elements to the following equipment:\n
\n
- Quill Cap:   Air\n
- Ruby Armet:   Fire\n
- Unicorn Helm:   Light\n
- Cockatrice Cap:   Earth\n
- Griffin Helm:   Air\n
\n
- Chain Vest:   Earth\n
- Chest Guard:   Earth\n
- Ruby Vest:   Fire\n
- Magical Armor:   Dark\n
- Tortoise Mail:   Water\n
- Flower Suit:   Dryad\n
- Vampire Cape:   Dark\n
- Faerie Cloak:   Light\n
\n
- Wolf's Band:   Luna\n
- Golem Ring:   Earth\n
- Frosty Ring:   Water\n
- Lazuri Ring:   Luna\n
- Guardian Ring:   Dryad\n
- Dragon Ring:   Water + Fire (if Equipment_Tweaks is OFF)\n
\n
Equipping elemental equipments makes you have those elements, for better (resistance against one element, saber benefits, penalty override) or worse (weakness against the opposite element, saber weakening).  If you wear equipments of opposite elements together, then you gain the benefits of both elements.\n
\n
This also switches the color of Lazuri Ring and Guardian Ring, so that their elements match the colors."

Code: [Select]
'@OFF $D03EE0 '[01: Bandanna]
'RAW
'@OFF $D03EEA '[02: Hair Ribbon]
'RAW
'@OFF $D03EF4 '[03: Rabite Cap]
'RAW
'@OFF $D03EFE '[04: Head Gear]
'RAW
@OFF $D03F08 '[05: Quill Cap]
RAW 02 ' Air
'@OFF $D03F12 '[06: Steel Cap]
'RAW
'@OFF $D03F1C '[07: Golden Tiara]
'RAW
'@OFF $D03F26 '[08: Raccoon Cap]
'RAW
'@OFF $D03F30 '[09: Quilted Hood]
'RAW
'@OFF $D03F3A '[0A: Tiger Cap]
'RAW
'@OFF $D03F44 '[0B: Circlet]
'RAW
@OFF $D03F4E '[0C: Ruby Armet]
RAW 08 ' Fire
@OFF $D03F58 '[0D: Unicorn Helm]
RAW 20 ' Light
'@OFF $D03F62 '[0E: Dragon Helm]
'RAW
'@OFF $D03F6C '[0F: Duck Helm]
'RAW
'@OFF $D03F76 '[10: Needle Helm]
'RAW
@OFF $D03F80 '[11: Cockatrice Cap]
RAW 01 ' Earth
'@OFF $D03F8A '[12: Amulet Helm]
'RAW
@OFF $D03F94 '[13: Griffin Helm]
RAW 02 ' Air
'@OFF $D03F9E '[14: Faerie Crown]
'RAW

'@OFF $D03FB2 '[16: Overalls]
'RAW
'@OFF $D03FBC '[17: Kung Fu Suit]
'RAW
'@OFF $D03FC6 '[18: Midge Robe]
'RAW
@OFF $D03FD0 '[19: Chain Vest]
RAW 01 ' Earth
'@OFF $D03FDA '[1A: Spiky Suit]
'RAW
'@OFF $D03FE4 '[1B: Kung Fu Dress]
'RAW
'@OFF $D03FEE '[1C: Fancy Overalls]
'RAW
@OFF $D03FF8 '[1D: Chest Guard]
RAW 01 ' Earth
'@OFF $D04002 '[1E: Golden Vest]
'RAW
@OFF $D0400C '[1F: Ruby Vest]
RAW 08 ' Fire
'@OFF $D04016 '[20: Tiger Suit]
'RAW
'@OFF $D04020 '[21: Tiger Bikini]
'RAW
@OFF $D0402A '[22: Magical Armor]
RAW 10 ' Dark
@OFF $D04034 '[23: Tortoise Mail]
RAW 04 ' Water
@OFF $D0403E '[24: Flower Suit]
RAW 80 ' Dryad
'@OFF $D04048 '[25: Battle Suit]
'RAW
'@OFF $D04052 '[26: Vestguard]
'RAW
@OFF $D0405C '[27: Vampire Cape]
RAW 10 ' Dark
'@OFF $D04066 '[28: Power Suit]
'RAW
@OFF $D04070 '[29: Faerie Cloak]
RAW 20 ' Light

'@OFF $D04084 '[2B: Faerie's Ring]
'RAW
'@OFF $D0408E '[2C: Elbow Pad]
'RAW
'@OFF $D04098 '[2D: Power Wrist]
'RAW
'@OFF $D040A2 '[2E: Cobra Bracelet]
'RAW
@OFF $D040AC '[2F: Wolf's Band]
RAW 40 ' Luna
'@OFF $D040B6 '[30: Silver Band]
'RAW
@OFF $D040C0 '[31: Golem Ring]
RAW 10 ' Earth
@OFF $D040CA '[32: Frosty Ring]
RAW 04 ' Water
'@OFF $D040D4 '[33: Ivy Amulet]
'RAW
'@OFF $D040DE '[34: Gold Bracelet]
'RAW
'@OFF $D040E8 '[35: Shield Ring]
'RAW
@OFF $D040F2 '[36: Lazuri Ring]
RAW 40 ' Luna
@OFF $D040FC '[37: Guardian Ring]
RAW 80 ' Dryad
'@OFF $D04106 '[38: Gauntlet]
'RAW
'@OFF $D04110 '[39: Ninja Gloves]
'RAW
IF Equipment_Tweaks
@OFF $D0411A '[3A: Dragon Ring]
RAW 0C ' Water + Fire
ENDIF
'@OFF $D04124 '[3B: Watcher Ring]
'RAW
'@OFF $D0412E '[3C: Imp's Ring]
'RAW
'@OFF $D04138 '[3D: Amulet Ring]
'RAW
'@OFF $D04142 '[3E: Wristband]
'RAW

'[Icons]
@OFF D8FEDE '[0C: Lazuri Ring]
'RAW 95 84
RAW 95 71
@OFF D8FEE0 '[0D: Guardian Ring]
'RAW 95 71
RAW 95 84

Of course, if you feel something needs to be changed (description or the code), then please feel free to do so.  I'm not even sure if it's [Bonus_Weapon_Damage] that needs to be ON for this to work.

I still couldn't figure out how to make Flower Suit work well in Pure Land while making it vulnerable in AC/GP.



@Mr X

Very well.  I'll add something that adjusts the MP cost for Black Hex (and Dust Flare) when Queue comes up with a system.  The other spells aren't mine to adjust though.

However, I don't think changing Wall to M.Def buff is a good idea.  I mean, while Wall is good, it can also work against you due to reflecting Cure Water.  And it's very unique.  In addition, it'll affect many enemies/bosses that forces players to fight with pure melee (Aegagropilon, Mech Rider 3).

Personally, I don't mind melee attacks being strong (such as Herbal Boost).  In this game, melee attacks are severely underpowered compared to magic, esp during boss fights.

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1475 on: June 03, 2020, 11:10:00 am »
@Queue

Okay, here it is:

Code: [Select]
'@OFF $D03EE0 '[01: Bandanna]
'RAW
'@OFF $D03EEA '[02: Hair Ribbon]
'RAW
'@OFF $D03EF4 '[03: Rabite Cap]
'RAW
'@OFF $D03EFE '[04: Head Gear]
'RAW
@OFF $D03F08 '[05: Quill Cap]
RAW 02 ' Air
'@OFF $D03F12 '[06: Steel Cap]
'RAW
'@OFF $D03F1C '[07: Golden Tiara]
'RAW
'@OFF $D03F26 '[08: Raccoon Cap]
'RAW
'@OFF $D03F30 '[09: Quilted Hood]
'RAW
'@OFF $D03F3A '[0A: Tiger Cap]
'RAW
'@OFF $D03F44 '[0B: Circlet]
'RAW
@OFF $D03F4E '[0C: Ruby Armet]
RAW 08 ' Fire
@OFF $D03F58 '[0D: Unicorn Helm]
RAW 20 ' Light
'@OFF $D03F62 '[0E: Dragon Helm]
'RAW
'@OFF $D03F6C '[0F: Duck Helm]
'RAW
'@OFF $D03F76 '[10: Needle Helm]
'RAW
@OFF $D03F80 '[11: Cockatrice Cap]
RAW 01 ' Earth
'@OFF $D03F8A '[12: Amulet Helm]
'RAW
@OFF $D03F94 '[13: Griffin Helm]
RAW 02 ' Air
'@OFF $D03F9E '[14: Faerie Crown]
'RAW

'@OFF $D03FB2 '[16: Overalls]
'RAW
'@OFF $D03FBC '[17: Kung Fu Suit]
'RAW
'@OFF $D03FC6 '[18: Midge Robe]
'RAW
@OFF $D03FD0 '[19: Chain Vest]
RAW 01 ' Earth
'@OFF $D03FDA '[1A: Spiky Suit]
'RAW
'@OFF $D03FE4 '[1B: Kung Fu Dress]
'RAW
'@OFF $D03FEE '[1C: Fancy Overalls]
'RAW
@OFF $D03FF8 '[1D: Chest Guard]
RAW 01 ' Earth
'@OFF $D04002 '[1E: Golden Vest]
'RAW
@OFF $D0400C '[1F: Ruby Vest]
RAW 08 ' Fire
'@OFF $D04016 '[20: Tiger Suit]
'RAW
'@OFF $D04020 '[21: Tiger Bikini]
'RAW
@OFF $D0402A '[22: Magical Armor]
RAW 10 ' Dark
@OFF $D04034 '[23: Tortoise Mail]
RAW 04 ' Water
@OFF $D0403E '[24: Flower Suit]
RAW 80 ' Dryad
'@OFF $D04048 '[25: Battle Suit]
'RAW
'@OFF $D04052 '[26: Vestguard]
'RAW
@OFF $D0405C '[27: Vampire Cape]
RAW 10 ' Dark
'@OFF $D04066 '[28: Power Suit]
'RAW
@OFF $D04070 '[29: Faerie Cloak]
RAW 20 ' Light

'@OFF $D04084 '[2B: Faerie's Ring]
'RAW
'@OFF $D0408E '[2C: Elbow Pad]
'RAW
'@OFF $D04098 '[2D: Power Wrist]
'RAW
'@OFF $D040A2 '[2E: Cobra Bracelet]
'RAW
@OFF $D040AC '[2F: Wolf's Band]
RAW 40 ' Luna
'@OFF $D040B6 '[30: Silver Band]
'RAW
@OFF $D040C0 '[31: Golem Ring]
RAW 10 ' Earth
@OFF $D040CA '[32: Frosty Ring]
RAW 04 ' Water
'@OFF $D040D4 '[33: Ivy Amulet]
'RAW
'@OFF $D040DE '[34: Gold Bracelet]
'RAW
'@OFF $D040E8 '[35: Shield Ring]
'RAW
@OFF $D040F2 '[36: Lazuri Ring]
RAW 40 ' Luna
@OFF $D040FC '[37: Guardian Ring]
RAW 80 ' Dryad
'@OFF $D04106 '[38: Gauntlet]
'RAW
'@OFF $D04110 '[39: Ninja Gloves]
'RAW
IF Equipment_Tweaks
@OFF $D0411A '[3A: Dragon Ring]
RAW 0C ' Water + Fire
ENDIF
'@OFF $D04124 '[3B: Watcher Ring]
'RAW
'@OFF $D0412E '[3C: Imp's Ring]
'RAW
'@OFF $D04138 '[3D: Amulet Ring]
'RAW
'@OFF $D04142 '[3E: Wristband]
'RAW

'[Icons]
@OFF D8FEDE '[0C: Lazuri Ring]
'RAW 95 84
RAW 95 71
@OFF D8FEE0 '[0D: Guardian Ring]
'RAW 95 71
RAW 95 84

Of course, if you feel something needs to be changed (description or the code), then please feel free to do so.  I'm not even sure if it's [Bonus_Weapon_Damage] that needs to be ON for this to work.

I still couldn't figure out how to make Flower Suit work well in Pure Land while making it vulnerable in AC/GP.



@Mr X

Very well.  I'll add something that adjusts the MP cost for Black Hex (and Dust Flare) when Queue comes up with a system.  The other spells aren't mine to adjust though.

However, I don't think changing Wall to M.Def buff is a good idea.  I mean, while Wall is good, it can also work against you due to reflecting Cure Water.  And it's very unique.  In addition, it'll affect many enemies/bosses that forces players to fight with pure melee (Aegagropilon, Mech Rider 3).

Personally, I don't mind melee attacks being strong (such as Herbal Boost).  In this game, melee attacks are severely underpowered compared to magic, esp during boss fights.

Physical attack is pretty dominant in Turbo I would say. Herbal Boost just makes it a piece of cake.

And Wall got even better in Turbo also with some spells bypassing it. It's a dumb spell that some enemies can't hope to bypass it but are like sitting ducks but that's just my opinion on it. Reflecting every spell is just OP for 6 MP.

Crit rate should serve a function, not have guaranteed Crit Rates for a mere 2mp. I feel bad for the enemies lol.

And playerd aren't necessary forced to fight MR3 and Sheex on Melee when you have Dispel. Raising his Magic Defense still means you do less damage with spells.

Also, how about making the Flower Suit resist Earth instead? The suit also resists some status which is nice.

I would probably give some elemental resistance to Powersuit/Battle Suit/Vestguard too. They are all dropable by enemies too (except Battlesuit but I think an enemy dropped it correct me if I am wrong). But it's still the best equipment you will have for Pure Land.

Also Queue, hmsong in regards to balancing out enemies in Grand Palace how about moving some enemies from Grand Palace to Golden Tower/Dark Palace, while the Eggplant Man/Petit Poseidon, the Pure Land Ghost appearing in Grand Palace?

Element Sword, Steel Scorpion are probably the less threatening enemies in GP so at least moving them?

Dark Knights, Armored Knights, Ninjas in Emperor's castle/Northtown Ruins

Element Sword, Metal Scorpion, Undead Beasts in Golden Tower

Dark Knights, Dark Stalkers, Element Swords in Dark Palace

You would also get some nice equipment from them so you aren't gonna get wrecked from them too. Depending which is easier, editing stats vs moving around enemies. With Magical Armor having Dark resistance you would resist Dark Stalkers Shadow Saber.

If it's easier to move enemies around it would be a fun approach also for mobs. The Grand Palace Bosses will still probably need to be tweaked to match the balance. Especially the Emperor's Guards, Hydra can probably be more threatening by just raising his spell power to at least Level 7 (not sure why the devs had his spell power at level 1?).
« Last Edit: June 03, 2020, 03:58:42 pm by Mr X »

hmsong

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1476 on: June 03, 2020, 07:16:31 pm »
Putting aside how good/bad Wall is, changing Wall to buffing M.Def would be difficult.  The enemy AI checks for the Wall status, and changing it so that it checks for M.Def status (which doesn't even exist) would be pretty difficult.

It's true that Moon Energy/Herbal Boost is pretty OP.  That's probably why it doesn't last as long.  I certainly wouldn't mind it criting only half the time (but not less than that).

Dispelling Wall against the Wall bosses aren't gonna do much.  They just recast immediately.  And if your Shade level is too low, then Dispel ends up failing.

I thought about giving Flower Suit one of the common elements, but it could end up as a weakness in Pure Land (and Sunken Continent), because Pure Land is really diverse in elements (ex: Griffin Hand, Thunder Gigas/Dragon would end up stronger against Earth armor).  So the best I could do was not give it any weakness nor strength.  But I gave it Dryad, so that it'll be weak against Hexas (assuming Cascade Lunar Magic is enabled).

You can't get Power Suit in Pure Land.  That's one of the final armors in the Mana Fortress.  And Queue specifically said that he didn't want some OP armors being available early (that's why he rejected my Vampire Cape idea).

Rebalancing or replacing enemies in certain places isn't exactly my area of expertise.  Well, I'm sure I can replace some enemies, but that'll just end up throwing things off balance, esp the Pure Land monsters, which gives good exp and drops good equipments -- that'll just throw off the balance even more.  The best option is to buff the Atk/Def of the already-existing enemies... but like I said before, that's someone else's territory.

The thing is, if you're overleveled and your magic is grinded to max level, then you're gonna breeze through the game.  I obviously can't speak for Queue, but I'm pretty sure the idea of Turbo hack isn't to make SoM into "experts-only" or "must-grind" game.  It should be friendly to the casual gamers too.  That's why SoM is so loved, despite its many flaws.

Mr X

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Re: Secret of Mana, Turbo - Beta 200524
« Reply #1477 on: June 03, 2020, 09:43:59 pm »
Putting aside how good/bad Wall is, changing Wall to buffing M.Def would be difficult.  The enemy AI checks for the Wall status, and changing it so that it checks for M.Def status (which doesn't even exist) would be pretty difficult.

It's true that Moon Energy/Herbal Boost is pretty OP.  That's probably why it doesn't last as long.  I certainly wouldn't mind it criting only half the time (but not less than that).

Dispelling Wall against the Wall bosses aren't gonna do much.  They just recast immediately.  And if your Shade level is too low, then Dispel ends up failing.

I thought about giving Flower Suit one of the common elements, but it could end up as a weakness in Pure Land (and Sunken Continent), because Pure Land is really diverse in elements (ex: Griffin Hand, Thunder Gigas/Dragon would end up stronger against Earth armor).  So the best I could do was not give it any weakness nor strength.  But I gave it Dryad, so that it'll be weak against Hexas (assuming Cascade Lunar Magic is enabled).

You can't get Power Suit in Pure Land.  That's one of the final armors in the Mana Fortress.  And Queue specifically said that he didn't want some OP armors being available early (that's why he rejected my Vampire Cape idea).

Rebalancing or replacing enemies in certain places isn't exactly my area of expertise.  Well, I'm sure I can replace some enemies, but that'll just end up throwing things off balance, esp the Pure Land monsters, which gives good exp and drops good equipments -- that'll just throw off the balance even more.  The best option is to buff the Atk/Def of the already-existing enemies... but like I said before, that's someone else's territory.

The thing is, if you're overleveled and your magic is grinded to max level, then you're gonna breeze through the game.  I obviously can't speak for Queue, but I'm pretty sure the idea of Turbo hack isn't to make SoM into "experts-only" or "must-grind" game.  It should be friendly to the casual gamers too.  That's why SoM is so loved, despite its many flaws.

Because all we need is Moon energy to last long to be OP. Even with short duration it doesn't matter because of the 2 MP cost you just cast it imdediately back.

Well you gave Vampire Cape and Faerie Cloak elements, might as well give Vestguard and Power suit, but nerf their defenses down.

You can already get access to early OP equipment early in form of Dark Stalkers, Dark Knights, Basilix, Eggplant Man (already appeare on the train might as well make a common enemy). You already have OP equipment available pre Pure Land.

Well the vanilla is loved despite it's flaws but also hated at the same time because of it's flaws. I got SoM for free as a young age from my friend because he hated the games combat and balance for example.

With Turbo you really can level up your spells quicker, and weapons are leveled up by just playing normally really. And you also have access to deafult spirit levels, it's already 100 times better than the vanilla as it is with that alone and other features Turbo offers.

Queue

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Re: Secret of Mana, Turbo - Beta 200603
« Reply #1478 on: June 04, 2020, 01:00:02 am »
Version 2020-06-03:
https://filebin.net/7spaiz2xfys6b2i1/SoM_Turbo.200603.zip

Changes:
- Added hmsong's Items\Elemental_Equipment
- Tweaked Burst_-_Health_Cost so that Dryad element on equipment prevents damage
- Renamed Graphics\Font_-_Menu_Outlines to Text\Font_-_Menu_Outlines and optimized it (and promoted out of Experimental status); will optimize further later
- Implemented Text\Font_-_Chicago
- Implemented Items\Energized_Weapons

Technical Changes:
- Added 4-bit binary number support via global defines (%0000% = 0, %0001% = 1, %1111% = F, %1100%0011% = C3, etc.)
- Added 4-bit bitmap "drawing" support for Font_-_Chicago, e.g.:
Code: [Select]
RAW %----%----%
RAW %----%----%
RAW %--XX%XX--%
RAW %-X--%-XX-%
RAW %--XX%XXX-%
RAW %-XX-%-XX-%
RAW %-XX-%-XX-%
RAW %-XX-%-XX-%
RAW %--XX%XXX-%
RAW %----%----%
RAW %----%----%
RAW %----%----%

hmsong

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Re: Secret of Mana, Turbo - Beta 200603
« Reply #1479 on: June 04, 2020, 01:19:26 am »
@Queue

Oh crap.  I messed up.  Dragon Ring element is supposed to turn on if Equipment Tweak is OFF, not ON.  The description is correct, but I messed it up for the code (it was supposed to be IFNOT, not IF).  Whoops.  Could you please correct that?  Thanks.



@Mr X

The thing is, my main concern for Elemental Equipments is to tweak the elements, not the stats.  Although I can mess around with stats in Equipment Tweaks, that was mostly for giving the missing SEs to the equipments and giving "personal" final equipments in the Mana Fortress.  And I have a vague feeling that messing with the stats would just end up making things worse.