Thanks for the review. I appreciate it. Also, for your next playthrough, can you try out my Better Monster? I put a lot of work on it, and I want to see how it stands to the opinions of other people.@praetarius5018
Ohh. So that's what you meant with the joke. Heh. I didn't know the difference between HiRom and LoRom. I'm just using elementary hacking to do this, so I don't know what I'm doing for the most part.
undo those and instead change 10C629 from F0 to 80.
at least arch demon still transformed with that.
Will you put that in your next update? Because if so, then it's exactly what some people here would want (they want Luck Denies Counter with signature enemy skill/transformation guaranteed). One of my variants don't add No Skill Counter, or modify any mechanics, so I wouldn't have to do anything (not that I mind doing things). On the other hand, it seems some people want No Skill Counter. So I want people to choose what they want, among the available options. So far, we have 1. Luck Denies Counter, 2. No Skill Counter, 3. Luck Denies Counter + No Skill Counter. Assuming nobody picks #3 (that's just crippling), the main complaint about #1 is that it also denies boss-unique transformation.
Should I just add removal to regular resistance (which more used than immunity) to anti-magic? I don't think this would change balance much since weapons and the majority of the strongest spells are neutral anyway.
If you're gonna add removal to AntiMagic, then I personally prefer you remove everything, including the weakness and immunity. That way, it's "fair" to the target that gets AntiMagiced -- loses all his elemental defense, but also loses his weakness. Or is that too powerful or something?
Also, if possible, can you make it so that bosses' Counter Magic at least reflects Holy element? I actually prefer it reflect all elements, but I assume the devs left holes in bosses' Counter Magic to ensure Angela isn't crippled against Counter Magic. Anyways, I said Holy element, because I want Carlie D's summon spell to have something
over Carlie L's Holy Ball.
Other things to think about:
-the player has 2 magic defs, one that is not hinted at at all (PIE based); wouldn't it make more sense for the player to just use INT-m.def for all?
When I first played the game, I thought INT was for M.Def (because I saw that INT affected M.Def in the stat screen), and PIE was for M.Atk. And I thought Angela should only raise her PIE, because I wanted to increase her magic attack, and her Holy Ball reflected that. Boy, was I wrong. If you intend on changing the mechanics of M.Atk and M.Def, then I propose that INT is for M.Atk (since Angela has the highest INT stat), and PIE for M.Def (Carlie is already too powerful, so she can use a bit of nerf to her attack spells and heal light). Hopefully, that change will reflect in the menu stat screen. And if needed, I'm willing to create a different Balance hack, specifically that reflects the bugfix changes (ex: Holy Ball will use INT stat instead of PIE stat).@Zimgief
I never experimented with weapons increasing INT. Let's say there is a way (I don't know if there is though). The idea of her staves increasing her magic spells is indeed interesting. Her spells can always use more damage output, at least after the first class up... as long as it doesn't power up monster spells too.
The problem is, if I make the weapons increase her spell damage by increasing her INT stat, then it'll also increase her magic defense against INT spells (which is almost all of them). I don't want her weapons to increase her magic defense, at least in the way that it reflects in the menu screen. She already has the highest magic defense in the game.
Also, Carlie is one of the most useful character in the game, despite her not being a DPS character. I actually place her the highest in the tier list -- yes, even above vanilla Kevin and Hawk. She can heal almost as soon as the first boss is beaten. Free healing is absurdly useful, and you know it. Then in the L classes, she gets all primary SABERS, MT heal, and a holy attack spell. She's pretty much unstoppable with that, esp her LD class -- due to a bug, her LD class gets Black Curse class item from the ??? Seeds, so that's pretty much a gamebreaker for her. I tried to make her D classes a bit more competitive with my balance patch (her vanilla D classes are useless, relative to her L classes) -- her DL got Revive spell (Ghost), and her DD got spell damage beefed up (including Demon Breath).@Messianic
So this may be off topic, but I just couldn’t play through Sin of Mana much because of the death penalty, but I didn’t want to play on the super easy modes. I realized I had to turn off using tech for npc party members just to survive Full Metal Hugger. Is there any way you could separate the death penalty garbage from the rest of the hack? It gives no real purpose other than a massive FU to the player if they don’t perfectly nail a boss the first time, or even if a random crit takes them out. Honestly Angel Grail being over 1K is ludicrous too. Please cut their costs down to like 300 and make them resurrect you with 25% hp if you have to.
You know that there's Sin of Mana forum, right? I think you might find answers to that there, as I'm sure multiple people asked that. And there are other people who can answer that too (and you can hear the opposite side of that argument). The thing is, you can't satisfy everyone. Some people prefer one thing, and others prefer the opposite. And sometimes, hackers just want to put ideas into the games. As a hacker myself (sort of), I can say that we listen and value others' opinions, but sometimes, we also want to express our own ideas into the hacks, regardless of what others may think of it. For example, NOBODY liked my idea of nerfing Angel's Grail (based on reviews and what was posted here), but I did it anyways, because I wanted to, and I still think it's a good idea.