D
Divatox
Guest
How the draw works now? already draw 100 magics or something linke that? :evil:
No, mainly just the most trivial ones. There are actually many interesting encounters in the base game already - the problem is that these are often very rare. This has been changed for the mod as well, so players can expect too see previously rare encounters more often than before.You edited every encounter in the game?
so you're also changing Enemy DiversityNo, mainly just the most trivial ones. There are actually many interesting encounters in the base game already - the problem is that these are often very rare. This has been changed for the mod as well, so players can expect too see previously rare encounters more often than before.
Yes, as enemy variety or lack thereof is a balancing matter, this point had to be tackled in the mod as well. The results might still not be optimal, as there aren't that many different enemies in the game to begin with - which in turn makes it tough to find enough matching enemies for a certain area or enemies that fit well in the same battle (a soldier alongside a T-Rexaur would be a no-go for me). There should be still a noticable improvement compared to the original though.so you're also changing Enemy Diversity
i guess for me it felt like Disc 1 especially suffered from lack of diversity...
even their Levels being FIXED instead of SCALING for so many areas during Disc 1 is a bitinducing...
it does mean different MAGIC is available sooner though which means you want to be careful not to make it too easy to get OP i guess...
but speeding up the first couple hours of game-play a bit that was does seem nice![]()
Yeah i decided to have fun with it, instead of being too strict with my enemy combinationsYes, as enemy variety or lack thereof is a balancing matter, this point had to be tackled in the mod as well. The results might still not be optimal, as there aren't that many different enemies in the game to begin with - which in turn makes it tough to find enough matching enemies for a certain area or enemies that fit well in the same battle (a soldier alongside a T-Rexaur would be a no-go for me). There should be still a noticable improvement compared to the original though.
By the way, isn't it just the Fire Cavern where random enemies' levels are fixed on disc 1? That's actually how it is in the vanilla as well as in the mod. Not so sure what exactly you are referring to here. In case you meant the limited scaling from the mod: You usually won't even reach these level caps as long as you don't spend a lot of time power-leveling (limiting exactly this is one of the reasons for the change). I also think it's better to not have too many different enemies at the beginning of the game already, to leave some surprises for the later stages.
It's good to hear that the Elite Soldiers provided a bit of a challenge to you. That's exactly what I had in mind for them: Noticably more robust over generic G-Soldiers while dealing good damage, without turning them into killing machines. The main reason for making them stronger is their interactions with other enemies, which were hardly ever seen in the base game, because pretty much all soldiers die after one or two hits. To beat the X-ATM092, it is important to always be prepared for an incoming Ray-Bomb (it is used like every 5th turn) and to damage it at the right time in order to make it go into repair mode again as soon as possible. The Double spells from Balamb Garden are also very helpful here, should there be some left.SeeD mission in Dollet: This portion of the game seems well balanced, actually. I will say that running into double Red G-Army soldiers was actually quite threatening, they do a lot of hard damage and aren't pushovers. My characters without HP-Junction were actually killed a few times throughout the mission (importantly, this depleted my supply of Phoenix Down, more on that later). I didn't have any problems with Elvoret or Biggs and Wedge encounters, seemed solid. I tried to kill the X-ATM092 the traditional way, I had stocked up on Lightning Magic but it wasn't nearly enough to kill him.
There is a vendor in front of the pub entrance that can be accessed after completing the train mission. You probably just overlooked her. Still, it is indeed advisable to buy some items before leaving Balamb because of the Gerogero boss fight. While we are at it: Inside Timber pub, buying the man the right drink is now more worth it instead of just showing him the Buel card.Timber mission: An important thing I noticed is how few opportunities you have prior to this battle to stock up on items you need in Timber. I did not purchase any Phoenix Downs prior to leaving Balamb, and unless I am mistaken, there is no opportunity to purchase more from a vendor within the city. With two Phoenix Down left and with a party member dead, I had to force the story forward (instead of exploring the city's side quests) in order to use a one-time rest at the inn of the leader of the Forest Fox because the regular inn is not available while the town is under occupation. If I could give a suggestion, I think having the G-Soldiers you encounter while running around town drop Phoenix Downs may alleviate this issue.
Good you realized that Zell is not suited for taking the role of a mage at all. Even with Mag-J available, other characters will be noticably more proficient in spellcasting (the order is Rinoa > Selphie > Quistis > Squall > Irvine > Zell). As mentioned in the changes overview, his low Magic and Spirit stats are meant as a penalty for his high HP and Strength. The fact that physical attacks lack the solid raw power of spells might lead to the impression that having Zell in the party is not worth it. Keep it mind though that physical attacks rise with Strength exponentially, so Zell will become a valuable fighter as his Strength stat rises. If he gets Ifrit and his second weapon (the required Dragon Fins can be received from the Grendels in the forest before Galbadia Garden, or Card Mod), while having something like Aero junctioned to Strength, his Strength should be around 100 - which is pretty much the point where physical attacks start getting strong enough to rival the power of spells or GF.Battle vs. the President's body double: Probably the hardest battle I'd encountered so far. Again, I tried to kill him the traditional way a few times but ended up wiping and getting a game over. At this point I became very conscious of the changes you made to character's stats and strengths. I had already noticed that Selphie and Squall are much better at using magic then Zell, but after a few wipes I completely rebalanced my character's magic inventories and Battle abilities via Junction to maximize their effectiveness. I stopped equipping the Magic command and gave Zell the Item command instead; I'd given Selphie the exclusive job of casting our party's strongest heals at Gerogero. I have to say that I am very, VERY pleased with how this aspect of your rebalance is turning out.
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Likewise, I don't use Zell in my party any more because his potential damage is so much less than the GF attacks or casted magic that he's pretty useless. I'm not sure how to fix this issue other than maybe making him naturally more tanky than other characters?
I wouldn't really like to remove them altogether, but I'm considering lowering their base power a bit. For now, further increasing Zells base Strength as part the update should help with dealing some quick damage during battles. Which spells are you currently having junctioned to Strength by the way? After completing the Centra Excavation site, it should be at least Aero, which can be easily obtained from Thrust Aevis around Timber.If I may offer one more important bit of feedback, and this may be an extreme suggestion, but would you consider disabling the GF command in battle? There's not really a lot of strategy to them offensively, they do too much damage to regular monsters and the most efficient option to winning battles is just to cast one and kill everything at once.