I'm still here. If you're interested my expert version 2 will be done within the next 3 weeks if everything goes right. It will be much better than the original.
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I'm still here. If you're interested my expert version 2 will be done within the next 3 weeks if everything goes right. It will be much better than the original.
What's new/different?
I read what's on your site, just wondering if there's any other juicy tidbits of info you can fill us in on?
The first four things on the list below make up the foundation of the project.
The damage scale reduction cuts all HP and MP values by half and attack damage is cut in half. This keeps the 9,999 damage cap from being such a significant limitation and allows monsters' 65,535 max HP to be double the value. Also players will love the simplicity of the lower numbers. Terra starts the game with 32 HP. :) I'm about halfway through the WoR sidequests and my best 2 characters have 1,500 HP.
The AI of monsters is significantly improved. All monsters perform their rage, sketch and control spells. Many enemies have custom scripts that offer new strategy and challenge. Also the difficulty of random monsters everywhere has been increased. Some areas are harder than others, and you will need some good strategy to get through the harder areas. I'm able to spend more time on monsters than in the original version.
Here's the complete list of changes as of 3-4-04:
-The scale of damage is reduced by nearly 50%
-All monsters cast their rage/sketch/control spells
-Many monsters throughout the game have custom battle scripts that go beyond their original arsenal of attacks and abilities
-Entire game will get a second wave of enemy tuning
-Enemy evasion from original expert version gets small reduction
-All spells have increased accuracy in light of high enemy evasion from the original expert version
-Level 2 & 3 elemental spells and all gray magic get an extra accuracy boost
-Prices of many items are up again
-Black & White magic is harder to learn, and assigning magic jobs to characters is a good strategy (white mages and black mages)
-No single esper teaches white and black magic spells, it's one or the other along with gray magic
-Gray magic is easier to learn
-Esper summons are much more powerful but cost more MP
-Final boss and Czar Dragon keep the same HP despite the scale shift
-All HP/MP healing items keep the same values despite the damage scale shift, making them twice as useful
-There are less elemental weapons
-There are more status affect weapons
-Leo gets a new menu pic compliments of Kame from CoN (a controversial interpretation of an african Leo)
-New monsters on boss island from original expert version get HP reductions
-Entire game gets more custom enemy formations
-Crusader esper teaches 5 top spells and offers a secret stat bonus
-Raiden esper offers a stat bonus of speed +2
-Relm gets control command from the start
-Relm and Strago get better stats
-Most rods teach spells, and the Magus Rod randomly casts Meteor
-All brushes randomly cast Muddle
-Some bosses and random enemies have more attacks
-You can't run from flying creatures
-Some monsters carry more useful items for stealing
-The value of GP doubles (meaning the scale is reduced by half)
-Inns cost double the GP, treasures give double the GP, auction items cost double, rust-aid costs double, fanatics tower secret costs double
-More WoR monsters have "can't run" status, meaning you can't run from them
-Some random monsters on the WoR world map will be harder and offer more experience points so you can train up faster
-The relic "Beads" now increases the Magic Block (Universal Evade) stat instead of just the Evade stat which does nothing
Awesome, so doing 9,999 damage is really an acomplishment now huh? Shweet! :hat:
i90east - I noticed in the CoN thread that you were having trouble finding a patch for the evade bug. Well, I did, but I can't remember where I found it. I'll attach it for you. I've tested it out myself, and it works pretty damn well.
Wow DocFrance that's excellent! I'll check that out when I get home from work. Thanks a lot.
You can really tell the difference in the beginning, when Locke evades about half of the physical attacks. He has a base 25%, so give him a Green Beret, a Main Gauche and a shield for a total of 55%. And this is all before the battle at Narshe!