I just got to Serpent Road and it's working fine for me. I like how it's now a dungeon! Those Mad Mages are tearing my ass up, so I think it's time I gave in and give the twins some bows. Up til now they've been my theif and seeker, while Cecil buffs and Tellah tears enemies apart with the Doom sword. Tellah and Cecil's setups are epic in this. Never thought I'd take a harp to zombie fight lol.
EDIT: Noticed a couple things while I was playing late last night.
1: while training on the overworld outside Mysidia, there was a battle or two where Porom's turn would not come up, even if I skipped through everyone else's turns for over a minute. Character layout during those fights were: Palom
2: Over the course of many times going back and forth between Serpent Road and the Inn in Mysidia, upon returning to Serpent Road I got into a battle where the map music continued playing instead of the battle music starting. Didn't get to see if the victory theme would play, as I was killed off by a Mad Mage.
To be honest though, I really liked the map music continuously playing during that fight, and wish it were that way for normal battles in dungeons in gerneral (outside of boss fights).
3: Gil drops are low in Serpant Road. I like this. I get about enough gil while fighting in there to ensure I can shag ass to the Inn without breaking the bank, but I won't be a gillionaire by the time I reach Baron because I farmed for items in Serpant Road like crazy.
4: I kind of wish I could still buy antidotes. They seem to be the one item I'm sorely in need of. But then, the moment I figure out which monster I can shank one out of, I'll be good to go anyway haha.
On that note, I'd like to praise you on how you've got your looting system set up. It reminds why I love to play Diablo 2: being able to kill shit and maybe, just maybe, finding some epic stuff. Love it.
Thanks for the feedback Bahamut ZERO. I was away for a couple of days so I didn't see these until now.
1. As mentioned Chillyfeez is looking into the issue and it was brought to my attention as well and though I took a brief look I couldn't figure out what had gone wrong.
2. ...I think I may have originally planned for that... no, I did not, haha! It's with the Lamia formation that it is set to play the original music. You may be onto something though. I love the music in FFIV, but I do rather dislike that after Every battle it restarts. It is quite annoying and I do love several of the lesser heard tracks (Underworld being one of them which I used for the Serpent Road). Maybe I'll go through the formation and just set some randomly to play the field music for the fight. I don't want to get rid of the default FFIV Battle Music after all, hehe. But no, the Victory Theme would not play in such a case. One thing I always enjoyed about FFII is the victory screen, the party goes running off as if there is no time to celebrate this small victory and I think that makes a great deal of sense. That would be neat to eventually introduce into FFIV someday possibly.
3. Gil drops are generally low all around. Originally the Inn in Mysidia was 200 Gil, it was Chillyfeez who convinced me to change that to 50 which is much more reasonable. Serpent Road does have a lot of nice items to pick up, mainly from the Flayers. They have a fantastic steal item, a chance for the Mage summon, and a good robe which you otherwise wouldn't get for quite a while.
4. Tristal mentioned how you get the Item Shop to access the second shop which sell all Status Healing Items... I think I'll have the lady in the Baron Item shop point this out and change a tutorial person for it.
The looting system is one of my favorite aspects of Combat Boost. It gives grinding a much greater purpose, without feeling fruitless. With the rarest drop being a 1/32 instead of 1/64 makes an enormous difference I find. I also tried to have each table contain a unique item or give an item which the player wouldn't normally see for a very long time.
I am very glad to see you enjoy that aspect of it Bahamut ZERO!
Also some tips for dealing with the foes in the Serpent Road...
The Aura Spell that Tellah and Palom have allow the target to deal x4 damage to certain enemy types depending on the Caster's Wisdom. You only need 20+ Wisdom to allow Aura to also deal x4 Damage to Mage Types.
Not to mention Piercing Sight can create weaknesses for these foes that can be exploited by Tellah and Palom.
I was also considering having the Blacksmith in Mysidia create Star Pendants instead of RubyRings... but I decided against it and thought RubyRings as a little more essential to have lying around.
Damn, sounds almost too good to be true
So much good stuff keeps getting added that i think i'm just gonna wait for the final release, but seriously, Grimoire is kicking ass right now
Well that loot system has been in place since the very first release, hehe. Thank you for the compliment though, there will probably be a few tweaks here and there, especially with bosses (to make them more dynamic) but the Overworld is basically finished by this point.
How -does- twin work in code anyway? Does it automatically set a flag on Palom or the other twin when one casts it? What flag is being used?
In theory *selecting* Twin shouldn't Do anything. What the command itself when activated does is lock down both Twins with the Twincasting Status and the Twin in the middle slot (or Palom) uses their Wisdom to base the spell on. That's really it. It's a remarkably simple command, surprisingly it's what it's doing under the hood of the basic command which is throwing us off currently.
For the record, it wasn't obvious to me either how to buy Antidotes.
I've finally gotten past the Magus Sisters now (with a BIG assist to the equipment FAQ earlier in the thread pointing out a certain piece of +15 Wis equipment), though it's going to be sad losing my source of easy XP (Underflowing Tellah's MP for Meteo).
Haha! One of my intentions with Combat Boost was to actually make the player from a gameplay standpoint, miss Tellah from thereon out because when you lose Tellah you lose the means to ever use Dark Swords again. I think I will have to rebalance Tellah to make him more usable in the front row to give him that desired effect (the ability to Curse en masse with Dark Omen and kill instantly with the Deathbringer is lost with Tellah as well). Can't quite fix that Underflow glitch yet though but if you're having fun that's all that matters.
Grimoire, You had mentioned the Zot key previously; is this no longer a thing? I got the Magma Key but didn't get a Zot key. I think I know where the Zot door is, too.
There is no Zot Key in the current version. I meant the Babil Key when I referred to Lugae a while back. The Zot Key was an early plan incidentally to allow the player to revisit the Tower of Zot originally but since I put most of the enemy's of Zot into the secret dungeon it's not too necessary any longer.
January 25, 2015, 12:04:20 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Question: Does the patch end at the Underworld, or do I need to grind more?
January 25, 2015, 09:07:59 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, I'm still encountering the bug where shooting the penultimate arrow overwrites somebody else's weapon.
January 25, 2015, 02:09:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And after all the trouble getting a Ranger key, the lady in front still just wants an EchoHerb.
The patch currently ends in the first trip to the Underworld, you will be thrown right in front of the ?crater? which currently leads to Kokkol's House, but that's where a new area will eventually be located which will progress the story.
I... somehow think you got an earlier version, since I just checked in this version and saw that it requires the Ranger Key and the Arrow glitch is fixed as well...
Were there items you could access in the Serpent Road or the challenge dungeon? And did you find any Catalysts along the way?