So has anyone considered a "Mana Saber" or "Tree Saber" for Dryad that inflicts sleep status? Seems like it would be a good addition to compliment Queue's work creating Shadow Saber. My thinking is it could replace Primm's version of Mana Magic and be unlocked by default, so Primm would have 3 Dryad spells and Popoi would have 2 until the Mana Beast fight. Perhaps we could even still require both characters to cast onto Randi during the final battle—Mana Saber from Primm and Mana Magic from Popoi. What does everyone think of this?
Okay, with that out of the way...
Was getting Firenado imported into Turbo and came across some issues (or whatever some of these count as):
Thanks for the analysis and refactoring. Most of your edits make sense to me, except...
- Firenado copies the entirety of Evil Gate's spell function; there are a few options to change the weakness check logic to make Evil Gate's spell function use the spell data's element for the test so that all Evil Gate variations use the same spell function:
I don't think reusing the Evil Gate spell definition is the right way to go.
It works fine if you replace Evil Gate with Shadow Saber, because the Evil Gate spell definition is effectively dummied out by Shadow Saber, so we can do what we like with it no problem.
But if you leave the original Evil Gate spell in place when applying Firenado (decline to use Shadow Saber), then this change has the side effect of making the original Evil Gate spell work on bosses not immune to Shade.
I don't really see a way to avoid copying the spell definition in that scenario so that we can have two Evil Gate spell definitions. One that works on bosses (Firenado, at higher cost) and one that doesn't (the original Evil Gate).
Also, I recommend disabling "More Useful Evil Gate" by default in the Turbo patcher now that we've replaced it with something better.
And while we're discussing defaults, why not enable "SFX Channel Limit" by default? Are there drawbacks to it to justify it being off by default?
Also, I changed things for Shape Shifter possibilities:
' Mimic Box --> (same)
' @OFF $D09CF3
' RAW 2D
' Rabite --> Mushgloom
@OFF $D09CFB
RAW 2A
' Eggplant Man --> Needlion
@OFF $D09D03
RAW 3C
' Captain Duck --> (same)
' @OFF $D09D0B
' RAW 41
' Beast Zombie --> Gremlin
@OFF $D09D10
RAW 46
I just didn't want players to have early access to Imp's Ring, so I got rid of Eggplant Man (Needlion's Needle Helm is alright, since you have access to Basilisk and National Scar, who have better helmet anyways). And more importantly, all these guys are sort of signature/recurring monsters of Mana series (again, different types, different elements). I didn't include Silktail, because Silktail is too weak at this point of game.
I recommend revising this list to:
1. Mimic Box (unchanged)
2. Mushgloom (replaces Rabite)
3. Eggplant Man (unchanged)
4. Ghoul (replaces Captain Duck)
5. Gremlin (replaces Beast Zombie)
This is basically the same as your list except restores Eggplant Man and drops Captain Duck for Ghoul.
Regarding Eggplant Man, I get your complaint about the Imp's Ring, but I don't think modifying Shape Shifter is the way to deal with the game's horrible unbalanced drop table. See my "Drop Table Balance" or "Equipment Progression Balance" hacks for comprehensive balance there. (They are mutually exclusive; applying two different philosophies of balance, but are both better than vanilla.)
Even if you're not interested in a comprehensive balance overhaul though, I don't see much harm in Eggplant Man having a chance to drop a vanilla Imp's Ring given how dangerous he is to fight, especially when first visiting Joch's cave. Seems kinda a like a worthy prize for putting up with him if a Shape Shifter spawns one.
Also IIRC if you drop Eggplant Man from Shape Shifter, he would become a missable monster.
Regarding Ghoul, he is missable, while Captain Duck is not, thus the replacement.
I like your addition of Mushgloom and Gremlin to the list because it's another way to make a missable monster not missable.
I also really liked one of the suggestions you PMd me to rename Firenado. I originally chose that name because it felt adequately milquetoast to match the original game's safe, bland names for things.
But your suggestion to rename it to "Hellfire" really grabbed me because—as you said—it would be a fitting homage to the original spell, Evil Gate.
I'm thinking a few versions of the hack are called for:
1. One that renames it to "Hellfire."
2. Another that renames it to "Heckfire" because, you know, "Heck Hounds" are a thing and the overzealous censorship in this game is hysterical.
3. Another that preserves the original name "Firenado" for those who enjoy the censorship but simply can't stomach the absolute silliness of "Heckfire."
In my next version of the hack, I'll offer all three of those options, with "Hellfire" being the default (with that variant renaming "Heck Hound" to "Hell Hound" in the process, because hey, why not).