C
Callisto
Guest
That's an issue caused by a specific Demaster tool setting. The glitched texture can be fixed by unchecking the character resolution limit option.Hey just a heads up, ruby dragon flashback on lionheart mode, wards in battle texture is all messed up and glitched, fight still works and no issues other than that from it
Abadon has a 1/3 chance to use a physical attack that can cause instant death, but only while crouching. That attack itself has a 70% base chance to inflict the status, which is reduced by the target's Vit and status defense. So indeed, with some bad luck, Abadon will spam this attack during the crouching phase (which lasts 4 turns). I think it's ok to have an undead boss that can cause Death, so I'll leave that attack in, as even in the worst case scenario, you can use Mega Phoenix or Full-life (which the mods gives you plenty of, long before a full stack becomes easily accessible) to make a comeback. But I'll prevent it from being used consecutively for Standard mode. Thank you for your input.What did you do to the Abadon encounter? It one-shot two characters with what seemed to be instadeath moves, and then got to move like 5 times in a row against Squall. I'm not playing the Lionheart mode so such cheap tactics shouldn't exist...
The HP gains might not be 100% accurate, but it should be the following:Hi, is there a Devour list somewhere please? Docs say more enemies now increase character's stats by munching them. Thanks
-Snow Lion: HP +10
-Ruby Dragon: HP +30
-T-Rexaur: Str +1
-Chimera: Mag +1
-Adamantoise: Vit +1
-Ochu: Spr +1
-Behemoth: Str/Mag +1
-Malboro: Vit/Spr +1
-PuPu: Spd +1
Actually, only very few enemies have a chance to start the battle with an AoE. In fact, AoE usage is more limited than in the base game. Many enemies are set to not use AoE several times in a row, whereas in the base game, they can basically access them whenever they want (Grendel, Cockatrice, Chimera or Bahamut to name a few). Please check thoroughly before spreading misinformation out of anger.So, I wanna ask something.. Are you aware of how Damage Per Second works?
I've seen that there is limitations on how much you can manipulate a mob to do however, me getting one shot in a menu before I can even decide what to do because every single mob has aoe at the start of a fight is not exactly what I would call... "Balanced."
Now you've mentioned that there is limitations to this.. Why is there limitations? Just reduce the amount of damage that the mobs do across the board.. It's literally that simple, you've got mobs doing 6 attacks to my entire party before I've even got 2 attacks off and they're doing nearly a 3rd of my life in one hit. If they're doing this many attacks, tone it down a bit maybe?
As for your actual issue: Check your ATB speed setting and reduce it if it's on max. I assume it is, as no enemy can do 6 attacks before you get even 2 turns on normal ATB speed settings. I've already explained several times - at one point even to you directly - that high ATB speed settings are not recommended as they give enemies an unfair speed advantage that you can't negate even with supernatural reflexes. The higher the ATB speed is set, the more attacks enemies get compared to you, that's how it is even in the base game - it becomes noticably more difficult then. And I'm not willing to balance the difficulty of this mod around this setting. It's just way too fast.
Guess I'll have to add this information to the opening post and mod documentation until a proper ATB speed adjustment is ready (I know there is a setting for that in the Doomtrain tool, but changing it so that max Speed becomes more managable results in standard speed settings becoming super slow) - too many players fell for it already, without realizing where the issue stems from, rather blaming the mod instead. I'll do my best to finally come up with that long-needed fix (also making the ATB stop when selecting targets), so this issue can finally be put to rest.
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