Seiken Densetsu 3 Sin of Mana - Discussion
26 October 2014 - 07:21 AM
I have to move techs to Y since that button is unused otherwise, run is now always on the B button.
Apart from that... I only removed the check for "in battle stance" before running/walking state is altered while holding the B button.
27 October 2014 - 12:44 PM
27 October 2014 - 01:58 PM
- removed state change from enemies that inflict sleep, as that leads to out of memory crashs; this only affects normal attacks
- adjusted damage of items that emulate damage spells; generally about 20-25% stronger than using the spell normally
- fixed error where dealing a theoretical 2k+ damage leads to overflow, e.g. Lv99 caster with mind up throws light coin at a lv7 bat
btw. forgot to answer this...
Lv2/3 techs have their damage altered, I see no other problems with them so far. (ST does a bit more damage than MT now)
As for different attack speed - not happening; a lone Duran with 0 cooldown is a lag-o-mancer now imagine Hawk+Kevin going at it...
this, like in the TAS, could freeze the AI or even crash the entire game
27 October 2014 - 03:28 PM
Hahaha oh wow, that's ridiculous. I've been playing for a little while now and the new ability to sprint while attacking has been massively helpful when it comes to avoiding accidently restarting the cooldown sequence by pressing A while taking damage. I'm getting my ass kicked a lot less often as well thanks to my super-maneuverability. I dig it.
27 October 2014 - 03:34 PM
Just an FYI: you can link that directly without the s in https and it'll embed automatically without using any BBcode. Just make sure to put it in a spoiler tag because they can lag a page real quick.
27 October 2014 - 04:36 PM
27 October 2014 - 11:25 PM
first get the rom translated
then use snesROMUtil to remove the header from the translated rom
afterwards apply the hard patch
28 October 2014 - 05:55 PM
I'm amazed that this game's still getting attention, and you've been able to delve deep into it, interact with bugs and even change the classes. I've been waiting so long for this!!
Regarding the removal of AT mode... why is it necessary to remove it to add the free run mode in fights? I'm one of the guys who actually likes the AT mode, and would like to find a way to keep it. Is it because of the way "running" and the AT mode work?
Regarding the class changes, they're so interesting to read and imagine parties. I like what you did to most of them, and I got some questions...
-God Hand learns Ice Sabre, and Dervish learns Ice Sabre, too. Maybe God Hand should learn Saint Sabre instead? Given that he doesn't have MT Heal Light or a MT buff (compared to the Paladin or Warrior Monk).
-Paladin has a "Light Sabre" mentioned, which I think should be "Saint Sabre".
-Do Chibikkos still give 0 exp? I try to love the Vanadies, but can never get round to use her due to Marduke causing that (even if her FST is cool)
And some suggestions:
-I'd like to see the Sage being able to fight a bit... I feel like it should be the most centered Carlie class, as it has both Sabers and Spells, but it has a second highest MAX PIE at 32 and lowest MAX STR at 24. I wonder what would happen if you focus the Bishop as a support character that can also cast powerful PIE spells, and the Sage as a support character that can jump into action and do relevant damage.
-It's curious that every Lv3 Elemental Spell causes a Status Effect except for Blaze Wall. I wonder if it was meant to be like that, or there was some planned burned status. How about turning to Chibikko with Blaze Wall?
Keep up the cool work!
29 October 2014 - 10:23 AM
No, that was an independant choice, AT mode is quite glitchy when you do more than just hold A.
If you want, you can use a hex-editor on the patched ROM and modify 0x000A7E0 to 90 02 instead of 90 00 to re-enable it.
This offer is only valid until I potentially replace it with a "charge" effect to fill the tech bar.
Hmm.... God Hand is Kevin's only class that has 5 instead of 4 spells and the only that has no unbuyable saber.
sounds like a plan
Duran with his Father is a walking Star Wars clichee, of course I'll mix that up!
Marduke is mute, Freya is chibikko - the 0 exp comes from the status itself... I'll try to change that.
At max this should be around 350 attack, not sure if that is actually bad.
Currently Bishop is currently more anti-undead/anti-boss (Turn Undead, Saint Saber, Magic Shield)
while the Sage is good 24/7 (MT sabers and MT Saint Beam for normal enemies)
The problem is, if I give her more melee damage she'll be "Duran but better"
I'd rather say poison as often in games both it and burn function similar.
Maybe mute as the enemy is speechless over the damage?
29 October 2014 - 02:35 PM
Idea: Would it be possible to enable character switching during spell warmup? There's been several times where I've needed to stack certain spells just so, but backing out of the ring menu, hitting select, and trying to get back in gives the enemy enough time to crack off another spell and lay the smackdown on my squad. Having my controlled character in spell warmup causes the other two to become pacifists occasionally, so being able to swap to them would be great. I don't know if this is plausible, but then again half of what you've already accomplished wouldn't have seemed plausible 3 weeks ago. As far as I'm concerned... you're a wizard, Harry.
Also, would you mind posting the hex address that controls cooldown for (one/all?) characters? That video you posted gave me a nerd boner so I'd like to do some science of my own.
29 October 2014 - 03:28 PM
any results/experiences I have are outdated after a lot of recent and not so recent changes...
I've still some things to fix/change before a new full test playthrough makes any sense...
you can't switch in the ring menus with L/R?
cooldown, well I only had a cheat as I wanted to see what works;
set 7FEDEA, 7FF0EA and 7FF3EA each to 8 for the respective heroes (might only "trigger" after next Lv1 tech)
break the game at your own pace!